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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Suds Zimmerman on December 15, 2012, 06:51:06 am

Title: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on December 15, 2012, 06:51:06 am
(http://i.imgur.com/9x9ga.png)
not for use with other games. attempt at your own ‼peril‼

Version 1.6.1
Spoiler: Download (click to show/hide)

Based on the Games Workshop tabletop game Necromunda. Attempt to lead a few hardy souls to build a new life in the treacherous badzones of the Necromundan Underhive. Repel vicious wildlife, fight off the predations of Scavvy Raiders, fend off brutal rebelling Pit Slaves and turn back incursions of zealous, fire-crazed Redemptionists. Concoct drugs, hi-tech materials and gunpowder through alchemy. Pen lovingly-crafted tomes of priceless knowledge. Manufacture deadly firearms, and turn your backwoods sump-hole into an Underhive Metropolis!

Spoiler: Important Notes (click to show/hide)

Spoiler: Features (click to show/hide)

Spoiler: Civs (click to show/hide)

Spoiler: GUIDE TO HOUSES (click to show/hide)

Screenshots
Spoiler (click to show/hide)
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GUIDE TO BASIC WORKSHOPS

The WATER STILL is the backbone of any Underhive settlement, built using an Isotropic Fuel Rod and any suitable stone.
It collects, condenses and filters moisture from the atmosphere into bottles, which are emptied into barrels at the WATER FILLING AREA.
Without at least one, your settlement is sure to die a slow death by dehydration. They are operated by DISTILLERS, otherwise known as Brewers.
The bottles required for water distillation are made at the KILN by a GLASSMAKER, using raw green glass.

The RECEIVING BAY is an arbitrary area decided by you. It has no cost whatsoever, material or moral. Hivers refuse to unpack crates anywhere else, so be sure to build one.
Use it to unpack your fuel rod, crate of bottles and any weapons/ammunition or other miscellaneous supplies you may have brought.

The BREAKER STATION and SEPARATOR are used to remove useless materials from ore, increasing metal yields when said ore is smelted. These buildings also remove impurities from coal, to a similar effect.
The breaker requires a sledgehammer. The separator is a complex mechanical device, likely beyond the understanding of your subjects.
They are manned by crude, disposable manual LABOURERS otherwise known as PUMP OPERATORS.

The HIVER FORGE, METAL LATHE and PLASMA LATHE are all used to produce weapons and gun parts.
The forge requires hand tools; the basic lathe requires a lathe, a metal torch and hand tools - the plasma lathe also needs blueprints and a Fuel Rod.
The FIREARM ASSEMBLY BENCH is where you send your gun parts to become working firearms with the aid of a skilled GUNSMITH. It requires hand tools and blocks.

The ARMOURER WORKSHOP is where armour is made. It requires hand tools.

The CRAFTSMAN FORGE and CRAFTING LATHE are as the weapon forges/mills - but produce everything that isn't a weapon, including hand tools, which are vital to basic industry.
The forge requires hand tools; the crafting lathe is the same as the plasma lathe.

The RECLAIMATOR SHOP scavenges useful things, including tools, from any piles of junk your subjects may unearth. It is also used to assemble several more advanced tools, including rock drills and metal torches. The SALVAGER SHOP breaks down useful things into their basic components. Both require hand tools and the attendance of skilled TECHS.

The MACHINE ASSEMBLY AREA is where your hivers build larger industrial appliances, mainly lathes. It requires a metal torch, and is operated by skilled TECHS.

The RELOADING BENCH and CARTRIDGE FACTORY are where ammunition is made from lead, gunpowder, priming compound and brass or (in some cases) steel. The former requires only a table and chair - the latter requires all manner of mechanical doohickeys that Emperor-fearing folk should know nothing about. No special labour is required to produce ammunition.

The ALCHYMICAL WORKSHOP, CHYMICAL LABORATORIUM and ELECTROLYTIC SHRINE are the foundation of the alchymical trade, and are used to produce both flak, plastic and ammunition reagents. The building materials vary, but in most cases, three clear glass flasks and two large steel drums should suffice for a basic industry. These workshops are manned by CHYMISTS, who must be trained within your settlement.

The STILL produces booze whilst the KITCHEN produces food. Both are useful.
To produce booze, you require water, the appropriate plants and large drums.
The large drums may be crafted from rock at the CRAFTSMAN'S WORKSHOP or metal at any crafting forge or lathe.


GUIDE TO PLANTS AND FARMING

CAVE SPORES are a crop that grow anywhere and can be eaten raw. Untreated, the fungi have a small chance of inducing a mild disorienting sickness; however, they can be leached with LIME MILK to increase their nutritional value and taste whilst rendering them completely safe for consumption. They can also be distilled into HIVE SPIRITS, a favoured treat, at the Still.

BITTER MOSS is a surface crop that provides sustenance. It is relatively easy to grow and safe to consume, but relatively inefficient as a food source.

MEAL FUNGUS is an inedible overland crop that can be milled into FUNGAL FLOUR, which is baked into HARD LOAVES at the kiln. When processed in this manner, it is a highly efficient food source. It can also be brewed into SCUMMER BEER, another Underhive staple.

BLACK SAP FUNGUS is an inedible subterranean crop which can be turned into barrels of INK at the Farmer's Workshop. In addition to its use in scribing, the ink makes a damn fine soup stock. It can also be milled into BLACK DYE.

GHOST FINGERS are an adaptable fungal crop that thrive in any environment. They can be processed into barrels of LIME MILK at the Farmer's Workshop and they are used in Underhive papermaking. In the Underhive culinary tradition, limemilk is widely used in soups, in addition to its use in leaching Cave Spores.

CORPSE FUZZ is a crop that grows everywhere. It is processed into GRAVE COTTON THREAD, without which most Hivers would be going about naked. It can also be distilled into GRAVE WHISKEY, which packs a potent punch.

GUTTER LHO is a cash crop grown both in caves and tunnels and the open expanse of the Underhive surface. It is a common narcotic in the Underhive, and sells for a fair deal when properly processed.

DEVILTONGUE is a crop that can be rendered into edible jelly, although its primary use is in using the intact plant to produce the binder necessary for the manufacture of autogun and autopistol cartridges.

Lastly, BLOOD PETAL is an elusive subterranean crop that feeds on death and decay. It can be ground into RED DYE but by far its most favoured application is in the production of FRENZON, a potent combat drug. First, a good amount of the SANGUINE ESSENCE must be extracted into a vial at the Still, then that essence must be further processed at a properly equipped Chymical Workshop. The resulting concoction is highly sought after for its remarkable benefits.


Chalicier's Guide To Playing Underhive Settlement Mod
Spoiler (click to show/hide)





Spoiler: Credits (click to show/hide)

Spoiler: FAQ (click to show/hide)

Spoiler: Changelog (click to show/hide)

Spoiler: Legal (click to show/hide)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.0
Post by: Suds Zimmerman on December 15, 2012, 06:51:24 am
Reserved.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.0
Post by: Godlysockpuppet on December 15, 2012, 02:02:29 pm
Is this the same as the previous underhive mod? I remember seeing one a while ago, played it once and quit when I realised there were only 3 ground types and most of it was this green stuff that killed my miners :/
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.0
Post by: OREOSOME on December 15, 2012, 02:03:58 pm
PTW! To quote the heretic lord bale: YES! YES!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.0
Post by: tahujdt on December 15, 2012, 02:21:13 pm
I ran a succession fort for this a while back, we'll hafta do that again! Thanks for resurrecting my favorite mod!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.0
Post by: OREOSOME on December 15, 2012, 02:25:21 pm
Just tried Genning a world. It crashed the game at year 71.


Code: [Select]
Last login: Fri Dec 14 23:19:33 on console
/Users/ethanorem/Downloads/df_osx/df ; exit;
new-host:~ ethanorem$ /Users/ethanorem/Downloads/df_osx/df ; exit;
Loading bindings from data/init/interface.txt
2012-12-15 14:19:44.871 dwarfort.exe[14587:903] Warning once: This application, or a library it uses, is using NSQuickDrawView, which has been deprecated. Apps should cease use of QuickDraw and move to Quartz.
New window size: 1440x450
Font size: 18x18
Resizing grid to 80x25
Resizing font to 18x18

Resetting textures
Resetting textures
Resetting textures
New window size: 1245x676
Font size: 18x18
Resizing grid to 80x37
Resizing font to 15x15

Resizing font to 15x15
Resizing font to 15x15
2012-12-15 14:22:35.066 dwarfort.exe[14587:5103] *** __NSAutoreleaseNoPool(): Object 0x1cab27a0 of class NSCFArray autoreleased with no pool in place - just leaking
2012-12-15 14:22:35.066 dwarfort.exe[14587:5103] *** __NSAutoreleaseNoPool(): Object 0x2b01820 of class NSCFNumber autoreleased with no pool in place - just leaking
2012-12-15 14:22:35.067 dwarfort.exe[14587:5103] *** __NSAutoreleaseNoPool(): Object 0x1e21280 of class NSCFDictionary autoreleased with no pool in place - just leaking
2012-12-15 14:22:35.067 dwarfort.exe[14587:5103] *** __NSAutoreleaseNoPool(): Object 0x2b14860 of class NSCFString autoreleased with no pool in place - just leaking
2012-12-15 14:22:35.068 dwarfort.exe[14587:5103] *** __NSAutoreleaseNoPool(): Object 0x2b00900 of class NSCFNumber autoreleased with no pool in place - just leaking
2012-12-15 14:22:35.068 dwarfort.exe[14587:5103] *** __NSAutoreleaseNoPool(): Object 0x1e9c460 of class NSCFDictionary autoreleased with no pool in place - just leaking
2012-12-15 14:22:35.069 dwarfort.exe[14587:5103] *** __NSAutoreleaseNoPool(): Object 0x1cd89c30 of class NSCFArray autoreleased with no pool in place - just leaking
2012-12-15 14:22:35.069 dwarfort.exe[14587:5103] *** __NSAutoreleaseNoPool(): Object 0x1e906c0 of class SDL_QuartzWindow autoreleased with no pool in place - just leaking
/Users/ethanorem/Downloads/df_osx/df: line 12: 14587 Bus error               ./dwarfort.exe
logout

[Process completed]
EDIT: Solved the problem on my own.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.0
Post by: Suds Zimmerman on December 15, 2012, 07:41:42 pm
Is this the same as the previous underhive mod? I remember seeing one a while ago, played it once and quit when I realised there were only 3 ground types and most of it was this green stuff that killed my miners :/

There's a bunch of new stone types now. Only one of them is dangerous green stuff (toxic rubble), but there's not so much of it that you can't dig around. And even if you don't, it often contains rare and valuable minerals. I made some pretty drastic changes to the old mod, give it a try at least. For one, farming is rehauled - it was one of my biggest problems with the old mod. There's a lot less micromanagement now but you still have to manage mills, kilns and bags to get food going. I'm not 100% sure on the inorganic distribution, so y'all please get back to me - atm I think there's somewhat of a coal shortage. Imo, coal doesn't really make sense given the environment. I should rename it to carboniferous waste or something.

In any case, miners are expendable.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: Suds Zimmerman on December 16, 2012, 04:13:07 am
Small update. Renamed hive coal to carboniferous waste and made it slightly more abundant. Added two new reactions to break down blocks to boulders to the breaker station. Added salt to the Hiver civ trading list and tweaked farming/cooking values. Also fixed Ratskin merchant graphics. I had them down as traders.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: Splint on December 16, 2012, 04:18:04 am
Just reading that the farming's been fiddled with is a bonus to me. There were a bunch of major turn offs about the older version of this mod and it sounds like some of them were addressed here. I'll have to give this a try later, though I'll probably mess with hand armor before I fire it up (Stupid motor nerves.)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: Suds Zimmerman on December 16, 2012, 05:30:11 am
Just reading that the farming's been fiddled with is a bonus to me. There were a bunch of major turn offs about the older version of this mod and it sounds like some of them were addressed here. I'll have to give this a try later, though I'll probably mess with hand armor before I fire it up (Stupid motor nerves.)

I think I fixed a lot of your problems with the old version. Particularly in regards to armour; you can make full suits now (including gauntlets, helmets and boots). Only carapace and flak protect against bullets, though, and flak (the cheaper option) only comes in vest and helmet form. I also implemented your reclaimation suggestion. Dig out those clusters and hope for a Mung Vase or some bolt shells. The prometheum, too, although it's fairly useless without significant industrial infrastructure.

I'm toying with the idea of making bolters producible in-game, but I can't envision a process that is both suitably laborious and not that tedious. Bolters are OP, anyway.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: Splint on December 16, 2012, 05:35:25 am
Oh yeah you were the graphics guy weren't you? I'm amazed anyone listened to that. My complaints about armor were because of DF's engine being better suited to melee, since the game can't really adequatly represent the destructive power of even a simple autogun which should be able to take off limbs or some crap at least. With the armor adressed I guess I'll download it and dive right in. I still need to get over my whole "Preserving human lives" thing though.

Bolters: From what I can tell those are WAAAAAY beyond what the average hiver could make but I'm sure a few have been lost over time and waiting to be found again or smuggled around.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: Suds Zimmerman on December 16, 2012, 05:43:52 am
I think the firearms are pretty well represented right now, actually. I spent a lot of time in the testing arena getting the values right. A few shots to center of mass will put down nearly anything, especially humanoids. Their main drawback is limited ammo, since you can't make it out of just lead, any more, so melee is still a viable option. Even more so if you acquire or produce some chain weapons.

Bolters are in the mod already, purchasable from the Guilders for about the cost of a fair-sized tropical island. You just can't manufacture them or their ammunition.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: Splint on December 16, 2012, 05:57:02 am
I'd say that's fair then. I've just never had reliable expeirences with ranged weapons aside from a railgun that splattered people on walls and a gun that fired serrated disc ammo, and with building material in the older mod being the damned source of everything that made it even less attractive as a means to deal with threats, especially since mining drills did the same thing for a vastly cheaper cost resourcewise and more efficently to boot, since projectiles tended to sure, cripple a target, but that was just it: It would on average hit limbs and sometimes just piss off the thing being shot.

However I'm firing it up now, just to see if I won't be starving out in the first year and ripping the depots in a panic for food and weapons to fight off the damned spiders with.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: rex mortis on December 16, 2012, 08:46:55 am
If it is not too much trouble, could you provide an alternative download with just the raw files and possibly world gen file if you have a custom one? Your pre-installed is probably Windows version, which is just extra baggage to download for me.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: tahujdt on December 16, 2012, 02:04:04 pm
Splint, with the armor fixed, can we count on you for the succession fort?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: Splint on December 16, 2012, 02:09:31 pm
Maybe. I still haven't found an embark I like to try and get accustomed to things. That undiggable shit annoys the hell out of me as far as layout goes (I have a mild case of OCD with that shit.) And... Well lets just say I wasn't expecting the rats to be so upset at me for settling near thier caves, and the miners not defending themselves from the get go makes for very quick ends to people.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: tahujdt on December 16, 2012, 02:11:40 pm
I forget, any ranged weapons available at embark?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: Splint on December 16, 2012, 02:18:07 pm
I believe some prefabricated rifles and handguns are, but it'd probably be cheaper to just have a couple guys be hunters and turn off the labor to store thier weapons and ammo.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: Suds Zimmerman on December 16, 2012, 06:04:38 pm
If it is not too much trouble, could you provide an alternative download with just the raw files and possibly world gen file if you have a custom one? Your pre-installed is probably Windows version, which is just extra baggage to download for me.

Certainly. Added an alt download link to the OP.

I forget, any ranged weapons available at embark?

I believe some prefabricated rifles and handguns are, but it'd probably be cheaper to just have a couple guys be hunters and turn off the labor to store thier weapons and ammo.

Only prefab shotguns and pistols are available on embark. With the hunter method, you'd probably get crossbows at most. I had to remove firearms from the Hiver entity because otherwise you'd be able to carve autoguns out of wood, and I can't disable bowyer without getting rid of the rest of carpentry too.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: Godlysockpuppet on December 17, 2012, 07:49:55 am
Haha I must admit, it is much better than before :P Last time I embarked I get 3 full Z layers of that toxic gunk :P Kinda ruined the game for me when my starting 7 got reduced to 5 (2 miners) within the first game month... Anyway I still despise the micromanagment, but I suppose I can live with it :)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: Suds Zimmerman on December 17, 2012, 08:04:22 pm
Haha I must admit, it is much better than before :P Last time I embarked I get 3 full Z layers of that toxic gunk :P Kinda ruined the game for me when my starting 7 got reduced to 5 (2 miners) within the first game month... Anyway I still despise the micromanagment, but I suppose I can live with it :)

What micromanagement are you talking about?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.2
Post by: Suds Zimmerman on December 18, 2012, 03:32:43 am
Another update. Tweaked cooking and water distillation values further.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: Godlysockpuppet on December 18, 2012, 10:38:30 am
Haha I must admit, it is much better than before :P Last time I embarked I get 3 full Z layers of that toxic gunk :P Kinda ruined the game for me when my starting 7 got reduced to 5 (2 miners) within the first game month... Anyway I still despise the micromanagment, but I suppose I can live with it :)

What micromanagement are you talking about?
All the food stuff. I keep having to tell them to mill that and bleach this :P
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
Post by: Suds Zimmerman on December 19, 2012, 12:06:15 am
All the food stuff. I keep having to tell them to mill that and bleach this :P

It's a fair point, I'll grant you, though it stems largely for the unavailability of standing production orders. It's a problem with vanilla boozesmithing, too.

In response, I've added a new crop that requires no processing, for those who have better things to do. It's less efficient than the other sources of food, but hey, it grows and it's edible. I'm not certain how viable it is as a sole food source right now, but give it a try nonetheless. Also added/changed a bunch of other things, check the changelog.

(Also, turns out the leaching reaction was broken. It did absolutely nothing. I really screwed the pooch on that one, eh? I've gone and fixed it - it should correctly produce 2 leached cave spores per 1 unleached, now.)

Thank you for testing this out. I know it's annoying to have to re-gen worlds as fixes are implemented, but through your efforts this mod might just get to the point where someone will enjoy it.

Is it just the time of year, or is this mod really unpopular? I'm scared.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Godlysockpuppet on December 19, 2012, 05:29:13 am
I like it personally :) I'd say it's probrably the time of year. Go have a look at some more common peoples profiles, it'll tell you when they were last online (Most havn't been on with 3 or so days)
Also I noticed on embark there are 3 different types of dog? Theres dog male, dog female and... Dog? What's its' purpose?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Suds Zimmerman on December 19, 2012, 06:22:23 am
I like it personally :) I'd say it's probrably the time of year. Go have a look at some more common peoples profiles, it'll tell you when they were last online (Most havn't been on with 3 or so days)
Also I noticed on embark there are 3 different types of dog? Theres dog male, dog female and... Dog? What's its' purpose?

I had the idea to make a completely infertile caste in order to limit the effectiveness of dog breeding, but now that I think about it, it's completely pointless, since I lowered the female caste's pop ratio anyway. At least you'll know to slaughter them guilt-free, or put them on the front lines without depleting your breeding stocks.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Faulik on December 19, 2012, 09:05:28 am
What type of stockpile i need to storage Glass bottles? I enabled all Finished goods but they dont stock them.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Suds Zimmerman on December 19, 2012, 09:28:34 am
What type of stockpile i need to storage Glass bottles? I enabled all Finished goods but they dont stock them.

It appears that the generic glass inorganic that the bottles are made from isn't defined as anything, preventing it from appearing in stockpile lists. Here's a hotfix (http://filesmelt.com/dl/Underhive_Hotfix_1.rar) to rectify the issue. Paste it into your raws' object folder, and your save's raws, too.

Is that even necessary? A&D did that so I have no idea what's up with that - does GET_MATERIAL_FROM_REAGENT not work with glass items?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Godlysockpuppet on December 19, 2012, 12:22:31 pm
So randomly looking back through the modding forum and I find this;
http://www.bay12forums.com/smf/index.php?topic=100255.285
So just how similar are the two? I'm assuming you're just continuing where the last one left off :)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Faulik on December 19, 2012, 12:58:20 pm
Yes. U didn't read the faq?

Another question, how to get bags? Beside leather. Coz there are only lurkers and they killed 2 of my miners.
And harder... How to transform meal fungi to food? oO
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Splint on December 19, 2012, 12:59:56 pm
 Overall I'd say this took what made the old one good, but tweaked it to be more friendly to people who want to play the mod, but not get frustrated over stupid injuries and constant starvation (That stops being fun after a while in both senses of the word and just gets annoying) preventing them from actually getting to explore the mod itself and the other features.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Suds Zimmerman on December 20, 2012, 01:31:34 am
Yes. U didn't read the faq?

Another question, how to get bags? Beside leather. Coz there are only lurkers and they killed 2 of my miners.
And harder... How to transform meal fungi to food? oO

Grow corpse fuzz and process it into thread at the Farmer's Workshop, then cloth at the Loom. Either that or dig until you hit the caves and gather some silk. Alternatively, you can turn stomachs from butchery into bags at the Tanner if you can scoop them up before your hivers eat them raw.

You need to mill meal fungi into flour at a Quern or Millstone, and then bake the flour into Hard Loaves at a Kiln. Make sure you don't store the flour in mill barrels, because that prevents it from being baked due to a bug. All of this needs bags, so farm some Corpse Fuzz or gather some silk. It'll get you a good head on a textile industry you can use for trade goods, too.

I'll put a baking tutorial in the OP soon.

Also, I noticed a problem with snake bellies (which are meant to be used to brew wildsnake.) Namely, they're an [EXTRA_BUTCHER_OBJECT] classified as meat (since I can't seem to get them to drop two skins), and apparently this means that Hivers like to eat them despite the fact that they're not marked as [EDIBLE_RAW]. I think I'll change it so it's a tanning byproduct. Does having two [TAN_MAT]s lead to trouble?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Abregado on December 20, 2012, 03:10:32 am
So randomly looking back through the modding forum and I find this;
http://www.bay12forums.com/smf/index.php?topic=100255.285
So just how similar are the two? I'm assuming you're just continuing where the last one left off :)


Suds was our artist on the project but when Destroid and I finished with the project he asked to take it on. There are HEAPS of changes now tho so download and give it a go!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: tahujdt on December 20, 2012, 11:14:46 am
Idea:
 Why not make the glass bottles two seperate reactions, green and clear, and have them produce green and clear glass bottles, respectively. Also, the idea just came to me, how about making it so the Guilders bring the means of making adamantium blocks(Not adamantine), so that you can build a proper spire.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Faulik on December 20, 2012, 11:33:39 am
Bug.
Quote
[REACTION:DESTROY_CORPSE_FUZZ]
   [NAME:destroy gutter lho for seeds]
   [BUILDING:CULTIVATORIUM:NONE]
   [REAGENT:spore:1:PLANT:NONE:PLANT_MAT:CORPSE_FUZZ:STRUCTURAL]
   [PRODUCT:100:3:SEEDS:NONE:PLANT_MAT:CORPSE_FUZZ:SEED]
   [PRODUCT:50:1:SEEDS:NONE:PLANT_MAT:CORPSE_FUZZ:SEED]
   [SKILL:PROCESSPLANTS]
in reaction_farming.txt
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Splint on December 20, 2012, 11:39:40 am
Idea:
 Why not make the glass bottles two seperate reactions, green and clear, and have them produce green and clear glass bottles, respectively. Also, the idea just came to me, how about making it so the Guilders bring the means of making adamantium blocks(Not adamantine), so that you can build a proper spire.

Kinda difficult to begin work ona  hive spire when you're, you know, a few dozen to a few hundred feet below hive primus.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: tahujdt on December 20, 2012, 11:53:49 am
It's a start.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Suds Zimmerman on December 20, 2012, 11:56:57 am
Idea:
 Why not make the glass bottles two seperate reactions, green and clear, and have them produce green and clear glass bottles, respectively. Also, the idea just came to me, how about making it so the Guilders bring the means of making adamantium blocks(Not adamantine), so that you can build a proper spire.

I'm probably gonna just change it to a generic raw glass to same material bottles, unless that proves impossible due to hardcoding or whatever. I don't think it will. Not being able to pick a material won't matter so much, there. Who wastes pearlash on raw glass, anyway?

Why adamantium?

Bug.
Quote
[REACTION:DESTROY_CORPSE_FUZZ]
   [NAME:destroy gutter lho for seeds]
   [BUILDING:CULTIVATORIUM:NONE]
   [REAGENT:spore:1:PLANT:NONE:PLANT_MAT:CORPSE_FUZZ:STRUCTURAL]
   [PRODUCT:100:3:SEEDS:NONE:PLANT_MAT:CORPSE_FUZZ:SEED]
   [PRODUCT:50:1:SEEDS:NONE:PLANT_MAT:CORPSE_FUZZ:SEED]
   [SKILL:PROCESSPLANTS]
in reaction_farming.txt

Thanks for catching that. I'll fix it next release.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Godlysockpuppet on December 20, 2012, 11:58:50 am
So randomly looking back through the modding forum and I find this;
http://www.bay12forums.com/smf/index.php?topic=100255.285 (http://www.bay12forums.com/smf/index.php?topic=100255.285)
So just how similar are the two? I'm assuming you're just continuing where the last one left off :)


Suds was our artist on the project but when Destroid and I finished with the project he asked to take it on. There are HEAPS of changes now tho so download and give it a go!
Already done so :) Enjoying embarking on an evil biome and getting slaughtered by plague zombies :D
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: tahujdt on December 20, 2012, 12:10:09 pm
Can we please have an ASCII version?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Splint on December 20, 2012, 01:11:17 pm
^ This. Graphics are all well and good but they never seem to fit my screen so everything looks like splotches of colors that I can't identify. I'd fix them myself but I have no idea how to restore things to the ones that come with DF. nothing against graphic users but it seems mod-makers never consider there are those who want to play the mod but don't want the graphics (or wonky ASCII ones if they take said graphics out.)

I think he's going with adamantium being a component of powerarmor and hence durable as all hell and thus good hive foundation. But, to repeat tahu, we're underneath a hive, so we can't really consider an underhive settlement to be the start of a new hive spire. Sorry it just seems that's what you're implying is happening and it's impossible because the whole game world is underneath hive primus. (Sorry, it just irks me, had to say it.)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
Post by: Suds Zimmerman on December 20, 2012, 02:36:35 pm
Check the FAQ. Like I said there, I'll get around to it when I have time. I wanted to use a modified Dwarfletter but I've had no response from the maker of that tileset.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.4
Post by: Suds Zimmerman on December 21, 2012, 10:22:21 am
New release. And there's an ASCII version now. Still some wonky stuff with plants, but it's bearable. I hope you're happy.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.4
Post by: Splint on December 21, 2012, 11:18:55 am
Quite so good sir. Thank you very much.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on December 22, 2012, 04:13:08 am
New update! Check the changelog for changes. It should be fully compatible with 1.4.4 saves - just plop the new raws in your save file. If you're using ASCII, make sure to grab the new tileset too.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Freke on December 22, 2012, 06:50:34 am
Thank you, so much. <3
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on December 22, 2012, 10:40:47 am
Turns out I messed up book unpacking. It all uses the same trade item, which can become any book. Here's a hotfix. (http://filesmelt.com/dl/Underhive_Hotfix_2.rar) Plop it down in your raws.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Faulik on December 22, 2012, 12:53:43 pm
Maybe i dont know much about lore, but why Hive support is below? And why i cant dig\deconstruct it?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: OREOSOME on December 22, 2012, 12:55:19 pm
Here is why: You are underneath a massive Megacity called a Hive. The hive support is the same stuff that a Space Marine's power armor is made of, so a small drill wouldn't do anything to it.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Godlysockpuppet on December 22, 2012, 01:14:40 pm
Why woudl you buy the steel srill toolkit? it only gives you one and you can buy one individually for much cheaper :P
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Faulik on December 22, 2012, 01:18:21 pm
Here is why: You are underneath a massive Megacity called a Hive. The hive support is the same stuff that a Space Marine's power armor is made of, so a small drill wouldn't do anything to it.
If the city is above why these supports are below me? They must be like pillars to the sky or something i think.

And... barrels of purified water dont stock at the stockpiles(where everything is enabed). Empty barrels are there. Dunno whre to look for that in raws.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Freke on December 22, 2012, 02:24:23 pm
Question: how does one go about getting a fuel rod? It doesn't show up in the list of items I can embark with. I can only get cases.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: OREOSOME on December 22, 2012, 02:25:36 pm
You get the case, and use the recieving bay to unload said case.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Freke on December 22, 2012, 02:45:06 pm
Much appreciated, thank you!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on December 22, 2012, 02:46:05 pm
Why woudl you buy the steel srill toolkit? it only gives you one and you can buy one individually for much cheaper :P

If you buy the ferrum cases, they're actually cheaper by a good 200 points.

Here is why: You are underneath a massive Megacity called a Hive. The hive support is the same stuff that a Space Marine's power armor is made of, so a small drill wouldn't do anything to it.
If the city is above why these supports are below me? They must be like pillars to the sky or something i think.

And... barrels of purified water dont stock at the stockpiles(where everything is enabed). Empty barrels are there. Dunno whre to look for that in raws.

They've been stockpiling fine for me. Is purified water allowed in the stockpile and are barrels allowed as well? (Not under furniture, but rather the part where you set the maximum number of allowed barrels/bins. If that's set to 0, your hivers will never place filled barrels in there.)

The supports and remains are just a bit of fluff at the moment - remains of the earliest constructions of the megacity which can't be damaged by drills. Maybe someday we'll be able to have massive spires of the stuff placed around in worldgen.

Has anyone else been having difficulty getting hivers to equip gauntlets? Even properly handed ones bought from the traders never seem to get equipped.

Also, I'm thinking I might have gone overboard with the farming returns. Even with a population of one hundred my bread stocks just keep getting bigger and bigger. And I can hardly brew any alcohol because any new barrels/drums are immediately filled with purified water. Should I tone it down some?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: OREOSOME on December 22, 2012, 02:52:38 pm
Even though the game is supposed to take place not on a world that is basically the campaign for say, Space Marine, or Dawn Of War, but perhaps the HFS should be replaced with some sort of Warp Incursion. Then you could just say the randomized demons are basically representing Chaos Undivided, as opposed to the main 4 heretical gods.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on December 22, 2012, 03:02:09 pm
Even though the game is supposed to take place not on a world that is basically the campaign for say, Space Marine, or Dawn Of War, but perhaps the HFS should be replaced with some sort of Warp Incursion. Then you could just say the randomized demons are basically representing Chaos Undivided, as opposed to the main 4 heretical gods.

Well, I'd prefer to replace the HFS with Abyss Spiders (since you're more likely to find those if you dig too deep in the Underhive) or something - but I don't know if that's possible. There's also the issue of what to use in place of candy. At the moment, Uraninite seems like the best bet, though it's not that rare and it only has a single use - making fuel rods (with a big helping of human life.)

I've also noticed that there's still a number of bugs in the current version: the Guilder Liaison never shows up for some reason, so you'll have to contend with a randomized helping of stuff; this does pose some trouble, as they're the #1 source of blueprints for more advanced things like chain weapons and prometheum refineries. Also it looks like the book-reading reactions currently do nothing. I think I might need to have them produce an item in order to grant exp. I'm not certain how skill exp works vis-à-vis custom reactions.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: OREOSOME on December 22, 2012, 03:07:26 pm
Will Cyber-mastiffs be added in? They were mentioned in the original topic for the mod. Also, what do you think of the idea of the guilders occaisionally bringing in parts for a Lasgun? Sure it would have to be thousands of thrones/dwarfbucks for one part, but it would be worth it late game, In my opinion.
EDIT: About the need for Music, perhaps the Space Marine theme from DOW would do well as a title screen theme?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Kalemyr Skyfire on December 22, 2012, 03:09:07 pm
Question: What is this Dome floor thing?

Awesome mod so far minus the fact I can't strike the earth.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Splint on December 22, 2012, 03:10:06 pm
If they're essentially like humans are to dorfs, then df hack can fix the guilder liason I would think if something slipped.

Farming: It's a fine balance honestly. You either end up making people frustrated because they can't do anything because of lack of food (one of my problems with the original version of this) or you end up with piles of the shit. Plus food related workers (Namely growers and cooks) need to be taken into account because they tend to produce more the better they get. Maybe just keeping spare bags for milling to a minimum is a good solution? or locking the spare provisions up until you need them? I dunno :-\

EDIT: Dome floor/support is undiggable metal that a drill won't be able to strach. Basically it's a mixture of original constructions of the hive and the shit holding it up.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Kalemyr Skyfire on December 22, 2012, 03:11:36 pm
Oh, so I have to make an above-ground fort then?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: OREOSOME on December 22, 2012, 03:16:15 pm
Or use mountains, or use caves.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on December 22, 2012, 03:19:36 pm
Will Cyber-mastiffs be added in? They were mentioned in the original topic for the mod. Also, what do you think of the idea of the guilders occaisionally bringing in parts for a Lasgun? Sure it would have to be thousands of thrones/dwarfbucks for one part, but it would be worth it late game, In my opinion.

I meant them to be used as combat animals by the Enforcers, but they're not in the mod because A) Enforcers as they are now are way too OP. Their armour is 90% bulletproof (and everything else-proof) and if you were to manage to defeat them by trickery, you'd have all their neat stuff for no effort beyond building a magma hall/drowning chamber/whatever. They just weren't fun, as they were. AND B) I don't have any real way to restrict their usage to a particular civ.

I might add a reaction at the Servitorization Bay to turn dogs into cyber-mastiffs, though. Might help keep those damn scavvies off. And you wouldn't have to sacrifice a Hiver to make a servitor. They probably wouldn't be as scary as combat servitors, though.

As for the lasgun, the only reason las weapons aren't in is because they are pretty much impossible to emulate with the weapon raws being as they are. I could make them use a special type of projectile that ignites at homeotherm, but that's still not exactly it and there'd be no way to make civs use them (unless you want to see abominations like autoguns firing las bullets and hivers rushing outside to pick up fired laser beams) Until the way weapon modding works is substantially modified, it's gonna be solid projectile weapons for the long haul. Not to mention that boltguns already fill the niche of expensive yet practical super weapon.

And lasguns are actually pretty common in the Underhive.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Splint on December 22, 2012, 03:23:56 pm
Yeah I'm not fond of that either, but what are you gonna do? I will say it's irritating as all hell when it's either little to no crap on the 'surface' (Since as I understand it nothing grows in mountains, unless that was covered) or deal with constant attacks by uppity bats and over grown vermin on top of the mutated spiders that are abnormally prolific in such a polluted environment.

On lasers: There's also humerous instances in two fallout mods where people were picking up lasers that had hit things and not done anything and storing them as extracts from protectrons/protectaponies.  Honestly when i saw that happen I went into a spastic fit of how my vault/stable citizens were picking up fucking light and even for DF blatently defying the laws of physics.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: OREOSOME on December 22, 2012, 03:32:41 pm
Anyone know what sort of Loadouts are good for actually making a settlement? I can't help but feel I'd be missing a key skill otherwise.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on December 22, 2012, 03:50:10 pm
Yeah I'm not fond of that either, but what are you gonna do? I will say it's irritating as all hell when it's either little to no crap on the 'surface' (Since as I understand it nothing grows in mountains, unless that was covered) or deal with constant attacks by uppity bats and over grown vermin on top of the mutated spiders that are abnormally prolific in such a polluted environment.

On lasers: There's also humerous instances in two fallout mods where people were picking up lasers that had hit things and not done anything and storing them as extracts from protectrons/protectaponies.  Honestly when i saw that happen I went into a spastic fit of how my vault/stable citizens were picking up fucking light and even for DF blatently defying the laws of physics.

I'll add more rock to soil layers in the coming release. And there's no plants that are restricted from growing on mountains. If they're not there natively, I think all you need is some irrigation.

Anyone know what sort of Loadouts are good for actually making a settlement? I can't help but feel I'd be missing a key skill otherwise.

Aside from all the vanilla stuff, make certain to have a brewer. Especially if your embark doesn't have running water. Aside from that, it's up to you. Having a grower, miller and cook helps if you want ample stocks of bread. Bring some toolkits, too. Hand tools are the equivalent of Anvils in this mod. And a fuel rod, if you want any drinking water.

Also, turns out some pretty trippy stuff happens if you remove all soil layers from the game. I'll have to make use of that, some day.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Kalemyr Skyfire on December 22, 2012, 04:27:27 pm
What are the benefits of Servitorization?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on December 22, 2012, 04:42:29 pm
What are the benefits of Servitorization?

It takes a useless lazy hiver and turns him or her into a tireless cyborg that thinks only of murder.

Still won't do any work, though.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Splint on December 22, 2012, 04:46:07 pm
So basiclly it makes them a golem that nobody will care about if it dies/gets broked.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on December 22, 2012, 04:48:16 pm
Well, you should care. It takes a fair bit of rare materials to make a servitor. They're an investment in the settlement's defense.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Splint on December 22, 2012, 04:50:12 pm
And get wrecked as soon as two guys hit it with a couple metal poles knowing DF's nature of liking to trash your expensive toys with something stupid (Metal pipe, crossbow bolt, accidental cave in, mine carts....)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Faulik on December 23, 2012, 06:15:53 am
I got the strange thing. When the season changing many items on the surface(or on the level that u watch) simply disappear. I saw that with mass stone disintegration(not on surface), and now all my planted plants gone, with bags with seed in stockpiles nearby.

They've been stockpiling fine for me. Is purified water allowed in the stockpile and are barrels allowed as well? (Not under furniture, but rather the part where you set the maximum number of allowed barrels/bins. If that's set to 0, your hivers will never place filled barrels in there.)
That was it, thx.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on December 23, 2012, 10:06:07 am
Yeah, I noticed that too. I have no idea what is up with that. But checking my stocks, the items don't actually disappear.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on December 23, 2012, 11:07:46 pm
Hi zimmer, today I tried my first fort and my poor fort of "ragebacks" Was obliterited by pit slaves after 1hr of playing.

right now I'm wondering: 

How the scavenge work? I built a reclaimator, had one free settler with pump operator (dunno if this have anything to do) And free tools and a sledgehammer <- Also i have no idea if this cares at all. The point is that I don't know what I have to do to start collecting "junk"

how I know there will be junk to scavenge in the embark window?

From a warhammer fan, thanks for keeping alive this amazing mod And i hope you keep working to make the grim dark future into DF, and if I can be of any help just say.

For that matter, maybe you want to go and play a little of "deadlands 3000" Wich is a remake from a necromunda-based browser-rpg and get some ideas with names, animals, etc

This is the page -> http://www.easternfringe.com/
And this the game -> http://deadlands3000.com/
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on December 24, 2012, 11:15:21 am
Junk is a stone that forms small clusters in various other layers. Excavate them.

Once you have the junk clusters, use the salvaging reaction at the Reclaimator. It uses Mechanics.

I don't think there's a way to tell aside from using a third party program.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on December 28, 2012, 10:40:43 pm
thanks to clear that up, in the other hand, do you have any plans about making abailable the 6 houses (adding the ashwastes nomads maybe?) or making playable the rats, remdes and/or pitslaves in fortress mode?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on December 29, 2012, 03:42:45 am
I'll probably include the Goliath, Cawdor, Van Saar and Escher via a plug-in entity file. The way I'm thinking now, they'll each have minor differences - Orlocks faster at learning mining, Goliath STRONG but slow learners, Escher fast and skilled at melee but with very crappy males, Van Saar faster at learning the metal crafts/mechanics, and Cawdor... not constantly at war with the redemptionists? I've no plans to make the other factions playable, since both Ratskins and Pit Slaves don't seem the type to hold down settlements and Ash Wasters aren't really that distinctive. I'd include each House as a separate civ, but there's loads of civs already and if I added any more you'd be swamped with caravans/invaders year-round.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on December 29, 2012, 01:21:48 pm
Nice! maybe cawdor can have weak newcomers but they appear faster and/or more, cawdor have lots of poor servants for the religion institution they have... ohh and redemptionist love to burn cawdors 'cause they are "traitors" For having connections with the underhivers AKA business...

In the other hand, oh well, with your permission I think I will mod the ratskins since I want to play as them And as I saw in "the redeemer" Comic they have very organised encampments, tribal and dirty, but organised :3
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: TastyMints on December 30, 2012, 05:20:01 am
Domefloor is intolerable. Let me know when you remove it.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on December 30, 2012, 08:43:14 pm
I know that feel bro, in one side, I tryed playing without the "undigable" token active and it was extremelly easy to play, even loosing the esence of the MOD, so I returned to the normal state of the domefloor "mineral" What i think zimmer have to do is reduce how often the domefloor mineral appears in the world generator or something like that, not entirely remove it, since one importat part of the underhive is that they're living in the long forgotten wastes with a concrete so hard that is impossible to penetrate it with normal tools
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: TastyMints on December 31, 2012, 05:17:32 am
Well, I got to thinking about it and realized that I should probably just deal with the fact that I'm not going to be able to build an underground bunker on every embark site.

As a more constructive criticism than my previous post: Have you looked into changing Adamantine to DomeFloor? Adamantine already appears in pillars, and I have seen aboveground adamantine pillars before, though only on ONE occasion.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: dirkdragonslayer on January 01, 2013, 12:50:08 am
what does bitter moss do? i dont see it on the plant list.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: tahujdt on January 01, 2013, 03:08:36 am
I know this is Christmas time, so there won't be any updates for a while, but what can we expect in the next update?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: dirkdragonslayer on January 01, 2013, 04:58:52 pm
I was wondering, why did you take out trap components? I made a large aqueduct and when i tried making a screw pump, i realized that you cannot make enormous screws. was it for balance? also, be wary when spawning on caves. my little wagon just left it's home right when 4 ripperjacks thought the same thing. it really didnt end well...
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Zombiearcher on January 02, 2013, 05:12:34 am
Industry, can anyone tell me how to get it started? I have built pretty much everything I can before I need steel and fuel but I dont know how to get that going yet? Can anyone give me some quick pointers?  :-[

Edited to add,

Can anyone tell me how to gather corpse fingers? I planted it and the crop is just sitting there, can't figure out how to get my hivers to actually pick the damn things up.



Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Meph on January 02, 2013, 05:36:11 pm
This looks amazing. I knew abregados version, but hadnt seen this one. Currently looking through the raws.

Your REACTION:WORK_OUT wont do anything, because no item is created. Df only increases skills if something is assigned as product.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Firehawk45 on January 02, 2013, 06:21:15 pm
Then the reading desk will also do nothing, except for the lost book.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on January 07, 2013, 04:26:08 pm
Mr. zimmer I have a frivolous question, I've been looking through your raws and I wonder how did you made or from where you copied the languages for the ratskins and scavvies
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: tahujdt on January 23, 2013, 06:01:43 pm
Bump.

It needed to be said.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Liber celi on January 25, 2013, 06:29:30 am
Bump.

It needed to be said.

Indeed.

Awesome mod. I have a few problems though...
1) Heavy Stubbers are beautiful... but they will be crewed by at least 8 people and their dogs at once, if one isn't careful.
2) junk is awesome, maybe too awesome (6 bucks per pile, about 100 bucks profit with a dabbling techie) but some of the stuff, like the servo engine and the metal torch, seem to be unusable in crafting. EDIT: Works now, probably problem with the bins.
3) Ink is expensive. Buggy expensive. I could literally buy a caravan with two flasks.
4)Ghost fingers are buggy; they don't even show up, instead you get an unnamed plant that isn't harvested, doesn't rot and is worth 100 bucks. I managed to fix this by copying some RAW-tags around, but I have no idea what i did.
5)It's pretty easy to survive by farming dogs. Maybe introduce another genderless caste?
6)Is there is a way to make "dome floor walls" smoothable? It would be pretty nice.
7)Reading books doesn't even stop skill decay.
8)(edit)I can't seem to produce fire save chains?
9) I just unloaded a medical crate and my game froze for a minute.... now there are 30 000 units of thread in my Receiving Bay :| (/edit)
10)This mod is awesome and you shöuld feel awesome.

I didn't read all of the thread, so some of this probably came up already. Sorry.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Liber celi on January 27, 2013, 12:08:05 pm
Some more bugs:
-Brass doesn't show up at the smelter, because the entry in reaction_smelter.txt lacks a " :NONE] "
-The Cogitator needs steel sheets. Not a single civ has access to steel sheets.
-Rust and Priming Compound are produced in ludicrous amounts... in the latter case seriously cluttering the workshop
-Crusher Labourers bleed everywhere. Wait, that's not a bug, that's awesome. Oh, and they can be effortlessly healed by manning a stubber like some healsome relic. That's a bug.
-servo engines/servo motors what?

Nothing terrible, since I fixed most of these myself, and I am incompetent.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Ivan Issaccs on January 27, 2013, 02:26:13 pm
I really enjoy this mod, but Ive had to give in and change dome floor to be diggable as I found the only other option was to abandon ten embarks/use DF hack reveal. An undigable layer on the first z=few z-levels is just crippling from a gameplay perspective, I'd much prefer it if it was in common large clusters.
So glad you pointed out the brass andcogitator errors though, I'm gonna have to go fix those. Any idea if the stubber problem can be stopped though? Not that Ive ever had ammunition for a stubber and yet to test it.

Also hoping Suds comes back soon as he hasn't logged in since December.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Liber celi on January 27, 2013, 03:03:47 pm
Hope dies last etc.
Dome floor? Dome floor is great. There are always at least two or three veins of... garbarge... on the first zlevel, if you use mineral_scarcity: 100 (as in the prepacked advanced worldgen), you just have to dig a lot of stairs to find it. I like this mod especially for its merciless difficulty, the fact that not only stone is a rare ressource but space too(two things DF usually showers you with) gives a new and exciting feeling to it.

Oh, and you may want to fix ink too. It isn't stored in barrels correctly, but the only workaround I found was deleting the coke bar from the reaction (in reaction_cooking.txt, I think).
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on January 27, 2013, 03:16:31 pm
I really enjoy this mod, but Ive had to give in and change dome floor to be diggable as I found the only other option was to abandon ten embarks/use DF hack reveal. An undigable layer on the first z=few z-levels is just crippling from a gameplay perspective, I'd much prefer it if it was in common large clusters.
So glad you pointed out the brass andcogitator errors though, I'm gonna have to go fix those. Any idea if the stubber problem can be stopped though? Not that Ive ever had ammunition for a stubber and yet to test it.

Also hoping Suds comes back soon as he hasn't logged in since December.

When I was taking a shower I took a close look to what I did to this altered soil system and I said to myself "No, I'm giving too much freedom to the soils and moving it too far from the original"

So, please give me a couple of ours to work with it, I will make a soil leveling to make farming very very hard but not so unforgivable as the current soil set is (Add 1 "organic_waste" soil wich is the only one you can do your underground farming) And keep "ash wastes" [UNDIGGABLE] With big clusters of trash wastes to dig your fortress in...
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Liber celi on January 29, 2013, 05:04:55 pm
About 40% of my military has lost use of one or both of their hands.

Because while I have some decent flak armour for my elite and steel for the rest nobody equips gauntlets.
I tried everything-replace clothing, partial match, exact match, assigning every gauntlet on its own. They just won't.

help.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: tahujdt on January 30, 2013, 10:47:48 am
If you're using an armor creation reaction, those reactions don't create left/right gauntlets., just unequipable "gauntlets". Forge them yourself, at the metalsmith's forge.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on February 06, 2013, 04:58:06 am
Wow, lots of stuff. I've been a little busy lately but I've just come in to a load of free time. Thanks to everyone who pointed out bugs and other issues; I'll get to fixing them post-haste.

This looks amazing. I knew abregados version, but hadnt seen this one. Currently looking through the raws.

Your REACTION:WORK_OUT wont do anything, because no item is created. Df only increases skills if something is assigned as product.
Then the reading desk will also do nothing, except for the lost book.

Yeah, I noticed both of those shortly before I got sidewinded, I fixed the problem on the spot but never got around to uploading.

Mr. zimmer I have a frivolous question, I've been looking through your raws and I wonder how did you made or from where you copied the languages for the ratskins and scavvies

They were made via DFLang. Scavvies used the Chaucerian English word list included with the utility. I felt that what came out adequately represented the debased Gothic which I assumed Scavvies would speak. Ratskins I made by machine translating a randomly generated paragraph to Hindi and pruning out capitalizations and accented characters.


Indeed.

Awesome mod. I have a few problems though...
1) Heavy Stubbers are beautiful... but they will be crewed by at least 8 people and their dogs at once, if one isn't careful.
2) junk is awesome, maybe too awesome (6 bucks per pile, about 100 bucks profit with a dabbling techie) but some of the stuff, like the servo engine and the metal torch, seem to be unusable in crafting. EDIT: Works now, probably problem with the bins.
3) Ink is expensive. Buggy expensive. I could literally buy a caravan with two flasks.
4)Ghost fingers are buggy; they don't even show up, instead you get an unnamed plant that isn't harvested, doesn't rot and is worth 100 bucks. I managed to fix this by copying some RAW-tags around, but I have no idea what i did.
5)It's pretty easy to survive by farming dogs. Maybe introduce another genderless caste?
6)Is there is a way to make "dome floor walls" smoothable? It would be pretty nice.
7)Reading books doesn't even stop skill decay.
8)(edit)I can't seem to produce fire save chains?
9) I just unloaded a medical crate and my game froze for a minute.... now there are 30 000 units of thread in my Receiving Bay :| (/edit)
10)This mod is awesome and you shöuld feel awesome.

I didn't read all of the thread, so some of this probably came up already. Sorry.

Junk is meant to be awesome. It's non-renewable and an incentive to keep digging. You can blame Abregado and Destroid for the surplus of thread, I didn't even touch that one. Thanks for all the other bug reports. As for the stubber problems, there's a solution in the works but I'm not exactly allowed to talk about it. I think. Soil layers can't be made smoothable, it's hard-coded.

Quote
-Crusher Labourers bleed everywhere. Wait, that's not a bug, that's awesome. Oh, and they can be effortlessly healed by manning a stubber like some healsome relic. That's a bug.

That's a symptom of the way DF handles transformations - wounds aren't tracked across polymorphs. Necessary evil.


When I was taking a shower I took a close look to what I did to this altered soil system and I said to myself "No, I'm giving too much freedom to the soils and moving it too far from the original"

So, please give me a couple of ours to work with it, I will make a soil leveling to make farming very very hard but not so unforgivable as the current soil set is (Add 1 "organic_waste" soil wich is the only one you can do your underground farming) And keep "ash wastes" [UNDIGGABLE] With big clusters of trash wastes to dig your fortress in...

I'd appreciate any help in setting this up. I tried removing topsoil levels altogether and having it all be stone, but that opened up the warp which converted all tiles into an ever-shifting hypnotic morass of flickering colours. It's a cool effect but I can't imagine under what circumstances it would be appropriate to use. Any assistance with balancing the mineral occurrence would be a godsend, really.

About 40% of my military has lost use of one or both of their hands.

Because while I have some decent flak armour for my elite and steel for the rest nobody equips gauntlets.
I tried everything-replace clothing, partial match, exact match, assigning every gauntlet on its own. They just won't.

help.

I've been seeing this too; I'm not sure what the exact source of the problem is as from what I've seen it appears to affect imported gauntlets as well as player-created ones. The best fix would be if Toady would add support for reaction-made gauntlets, but at the moment I think we'll have to make do with training biters.

Actually, can anyone confirm if hivers will equip imported gauntlets if there are no locally-produced ones? I'll try it myself once I get some time to play, but if someone already has the proper circumstances set up I'd appreciate it greatly. Having gauntlets as an import-only good might be a decent patchwork fix.

Bringing the Metalsmith's Forge back and removing all weapons and armour from the Hiver civ might be an effective fix, but I'm not sure how it would affect worldgen and it'd certainly make adventure mode as a Hiver fairly dull. (As it stands, they don't start with any guns anyway, which tends to lower their life expectancy some. That's a result of not being able to remove the bowyers' without getting rid of the wood industry altogether.)

Actually, I don't really remember why we had the custom smithing workshops to begin with. It's a bit micro-intensive and quite a complicated way to do a simple thing. I might bring the vanilla ones back and relegate the custom ones to a secondary role (such as increasing efficiency and looking nice with graphics on), but I'd love to hear some input about this.

As for all the bellyaching about the dome floor, feel free to make it diggable yourselves. It's one line. I'll even include an easy patch in the OP. I intend to keep it in the 'official' version as it is, although I'd prefer to find a compromise as stated above. If I recall correctly, in my testing version, I greatly increased the probability of large stone clusters appearing in hive ash layers, and if I add a few more stone types exclusive to hive ash I think that might result in a more forgiving but still constraining distribution of inorganics.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Liber celi on February 06, 2013, 05:44:22 am
Glad you are back! I have a present for you:
I like the current smithing system, but the gauntlet bug is a pretty big thing, since most hits are to the legs and arms in my games. As things are, I just modded out nerves(which I tend to do anyway), made armor protect the upper arms and hope for the best.

I may have mentioned already that I love this mod; I hereby mention it again.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on February 06, 2013, 09:19:30 am
Glad you are back! I have a present for you:
I like the current smithing system, but the gauntlet bug is a pretty big thing, since most hits are to the legs and arms in my games. As things are, I just modded out nerves(which I tend to do anyway), made armor protect the upper arms and hope for the best.

I may have mentioned already that I love this mod; I hereby mention it again.

I appreciate your support. I didn't expect there to be so many bugs, though I didn't exactly test vigorously. Would you mind PMing me the raws that you've already fixed? It would save me quite a bit of time and effort.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: tahujdt on February 06, 2013, 12:51:41 pm
Ghost fingers need a MAT tag.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on February 06, 2013, 10:37:07 pm
Ok, so, i managed to make a less painful soil system, as I said before, this is more of my tastes and what I believe is the ground of the underhive, with the exception that right now is impossible to make the [SOIL] not farmable, right now all the plants lacks the [CAVE] token, so i will take a lot at letting the wastes be diggable but still challenging in the space aspect...

Also, I want to add something special to the trash soil because right is not doing anything special like the two rubbles that give you stones... Maybe in the trash can be organic trash to let underground farming and give [COVE] token to all the plants?

EDIT1:Oh, a question, if you have ever played the FALLOUT mod you know there are "trees" that act as trash containers, what if I take out the "trash" Soil and Mr. Zimmer or anyone adds the three-like trash bags as source of items and (if possible) organic trash(sand or mud?) to make any underground soil farmable. <-- You will beg for some organic trash  ;D

if you wantto try it, you have to replace all the content in "inorganic_stone_underhive" ... I tryed to stick to the original as much as possible and after 10 tests I can say that you wil be able to place a fort every single time you embark no matter the place or high.


Spoiler (click to show/hide)

--In a side note: One of the test was a tragic one, 7 was sent to a coastal zone, 4 drowned in the melting ice, 2 died coughing their own blood because the only material present was toxic rubbles (what a bad luck!) And the third one went insane and died of dehydration naked o.o --
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Vherid on February 06, 2013, 10:46:12 pm
Couldn't you just make HFS a Chaos warp center or something?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on February 07, 2013, 01:50:44 am
Uhm, aquick question: How do I generated energy power for my mills to work? (without using rivers or brooks, and I believe we don't have windmills in the underhive o_O)?

Also, in what building can I make toolkits?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Suds Zimmerman on February 07, 2013, 05:48:05 am
Uhm, aquick question: How do I generated energy power for my mills to work? (without using rivers or brooks, and I believe we don't have windmills in the underhive o_O)?

Also, in what building can I make toolkits?

Windmills exist since we can't exactly have geothermal generators or power line tapping. Toolkits are a legacy of the old version which should no longer be present. I'll get them out completely in the next update.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on February 07, 2013, 12:27:19 pm
Uhm, aquick question: How do I generated energy power for my mills to work? (without using rivers or brooks, and I believe we don't have windmills in the underhive o_O)?

Also, in what building can I make toolkits?

Windmills exist since we can't exactly have geothermal generators or power line tapping. Toolkits are a legacy of the old version which should no longer be present. I'll get them out completely in the next update.

oh thanks you Mr. Zimmer, in the other hand, why no tollkits? :C they are interesting, you must have tools to work in the workbenches... I would keep them, but my real problem are the use of metals, I mean, I have ferrous slags, a reclaimator, a smelter and the two basic forges (hiver and the other o.O) And still I don't see how I can smelt the ferrous slag and then see where to make the toolkits...

Is just like with the isotropic rod, is really awesome the fact that every single source of water is sludge and toxic, but people are inventive, adding plastics from oils extracted from animals/plants then refining it and then shaping it in a furnance would give you another way of making them beside buying it from merchants... Same thing with toolkits.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Ivan Issaccs on February 07, 2013, 12:39:36 pm
Im pretty sure you can make steel toolkits at one of the forges, craftmans forge or something.
But on the subject of forges, their seems to be too many industrial buildings that do the same job, an update on page one describing the functions of various buildings would be fantastic.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: chalicier on February 21, 2013, 09:56:46 am
Just giving this a try today. Really enjoying it so far. Great work!  :D
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Carch on February 23, 2013, 06:42:44 pm
maybe an idea for a new type of caravan. an adeptus mechanicus transport? or... add them as a rare caste who have an easier time with some of the more advanced technologies? (but problems with the rest).

just an idea from someone who's a big fan of the adeptus mechanicus. and one who'll defiantely enjoy this mod when he gets the time to play it.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Adultratedhydra on February 24, 2013, 03:39:54 am
Depending on how heavily your going with the 40K theme here, perhaps you could replace the HFS with a Necron tomb of some sort?

My knowledge of overall modding is lax and someone with more knowledge of it than myself would have to tell you if it was possible to influence demon types found in there.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Liber celi on February 24, 2013, 05:17:27 am
Found some time to play again. And guess what I found?

Bugs~
Spoiler (click to show/hide)

Somebody asked for a smithing overview? Note that I am in no way affiliated with the modder(s), and can't guarantee that list is correct.

Craftsman's Forge - Tools & Blocks - Blacksmith and Metal Crafter(most crafts) - Note: Chains use the Blacksmith skill
Hiver's Forge - Tools & Blocks - Weaponsmith and Metal Crafter(gun parts) - Note: The only place for heavy gun parts
Armourer's Workshop - Tools - Armouring - Note: Studded Leather is basically Chainmail, protecting shoulders etc.

Machine Assembly Area - Metal Torch - Mechanic(produces advanced tools for the workshops down the list)
Stamping Press- Stamping Press - Metalcrafter(?)(produces auto weapon receivers in bulk)

Metal Lathe - Metal Lathe & Blocks - A Hiver's Forge that needs less metal
Plasma Lathe -Plasma Lathe & Blocks - A Metal Lathe that needs no fuel
Plasma Crafting Lathe -Plasma Lathe & Blocks - A Plasma Lathe, but for the Craftman's Forge

Armour Shrine - Armour Schematics - Armourer(repairs salvaged power armour)

Note that the Plasma Workshops need the correct blue prints. I did exclude the Prometheum Refinery and the gun making shops, mostly because I am not sure about their exact  functions. Also note that there are a small bugs everywhere.

PROTIP: Embark with at least a hundred piles of junk. Just... trust me on that one, alright?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Carch on February 25, 2013, 01:04:38 pm
I don't know if anyone else has problems growing ghost fingers, but mine.. well. they grow. and then they.. disapear. in a sense. since the resulting crop (once harvested) seems to have no name. no weight. no value and no use.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Liber celi on February 25, 2013, 02:20:08 pm
Replace the entry for ghost fingers in plants_underhive.txt with this one:
Spoiler (click to show/hide)
I don't remember what the exact bug was. It works with savegames, too
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: tahujdt on February 25, 2013, 08:33:24 pm
It's missing a material template.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Carch on February 27, 2013, 07:56:56 am
yep. that fixed it. is it just me or is the amount of dome floor rather excessive. I mean.. so far.. the deepest I've managed to go is two levels when two slag veins happened to intersect. I understand the drive to limit space and materials.. but.. well. still want to be able to dig. you know?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: chalicier on February 27, 2013, 08:07:25 am
I found it helped to choose a "Little Soil" region. Below that you get nice diggable... well, crap, but that's what we're after  :)

I've had a dig about and managed to fix the rust, ghost fingers and brass bugs myself, and I made Hydrogen a liquid so it doesn't keep disappearing. (If anyone else has a better solution than that I'd appreciate it, it's nearly impossible to get anything useful done cos everything demands Hydrogen.) Cremate Vermin never seems to produce any ash, which is sucky given the incredible amount of rat corpses around - I might have a poke at that next. Actually, now I think of it, this is Necromunda - Ratburger should definitely be a staple food for gangers, surely? Some kind of vermin-meat->edible meat process in the Butcher or Kitchen.

In fact I may go ahead and do that myself, I'm getting to quite like this whole modding lark.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on February 27, 2013, 09:07:30 am
Thaks for the hotfix in the plant, will replace it.

In the other hand, you can try my soils remake in page 7 (I think) Is similar to the original (Since I have no connection to Mr.Zimmer and don't want to change what he have done) But after many tests I can ashure you it will be challenging but no impossible or a rage-filler

Spoiler (click to show/hide)

Damn, I forgot about the ratburgers! I have to read again all the kal Jericho comics to find more things like this... Also I support this, do it please! Ma ratskinz (made 'em playable in Fortress mode) wantz burgars!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: chalicier on February 28, 2013, 08:17:55 am
Annoyingly, the material tags for the kind of creature don't seem to be reproduced for vermin refuse the same way they are for meat, unless I'm doing something wrong (which is quite possible). So I'm getting "animal leather chops" which is rather peculiar. I may have to use a specialised edible "inorganic" the same way the mod already does for offal.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Meph on February 28, 2013, 08:25:12 am
Quote
Annoyingly, the material tags for the kind of creature don't seem to be reproduced for vermin refuse the same way they are for meat, unless I'm doing something wrong (which is quite possible). So I'm getting "animal leather chops" which is rather peculiar.

Thats normal. When I use vermin in my kobold test fort, bog crawlers give chitin chop. Its still edible though and is stockpiled with the rest of the food.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: chalicier on March 02, 2013, 12:44:26 pm
Quote
Annoyingly, the material tags for the kind of creature don't seem to be reproduced for vermin refuse the same way they are for meat, unless I'm doing something wrong (which is quite possible). So I'm getting "animal leather chops" which is rather peculiar.

Thats normal. When I use vermin in my kobold test fort, bog crawlers give chitin chop. Its still edible though and is stockpiled with the rest of the food.

Yep, confirmed. Very handy, that.

With regards to the prometheum collection bug, as a quick test changing the token name of the "RAW_PROMETHEUM" to "CLAY" allows the game to recognise it for zoning. Since the game has no actual clay, that seems to resolve that problem.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on March 03, 2013, 11:00:26 am
Bump

I'm officialy requesting a spot in the development of this mod since I want it to be great and I don't have the time to keep working in my own (gears of war fortress, wich is harder than edit an existing mod) And I want to bring the 41millenium to DF

In the other hand, and for my own use (for the moment) Can anyone who had made an edit in the raw post it.

Finally, I'm going to wait a couple of days and then post a compilation of user fixed bug, unfixed bugs and ideas to add to the mod.

In the end, if I'm not accepted in the mod working team at least we will make it very easy to Mr. Zimmer the work of knowing what is bad in the mod.

(Personal thought: As far as I know when a hiver picks-up a heavy stubber/flamer It transform into an unique unit, in a were-wolf transformation way, maybe thats why it regens life, because is a new entity ingame. Also, IMO We need to simplify a little bit the workshop's industry in the sense of fewer buildings to construct)

PD: I'm working into making the ash-wastes diggable without making it too easy, is not hard, but it takes me time because of the world making and choosing different sites of embark every time to test it properly. My idea is to revamp the soil system (as soon as I get allowed) To make it closer to the world in the hive-worlds ('Cause the ash-wastes are usually outside of the hive not in it)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on March 04, 2013, 12:27:39 pm
Okey, so, I messaged Mr. Zimmer to ask him permission to help in the fixing of the mod, he replied:

"I've been way too busy to keep up with DF much, so feel free to take the whole thing over with my blessing. The latest released version has everything aside from some minor fixes you've probably already fixed. Good luck."

Therefore I will be posting more often here first fixing the most important problems and working in a more clear and efective industry.

Once again, I have no plans of taking over the mod, I just want to help Mr. Zimmer to fix it since his the one holding it right now, and until he have time I will be answering and correcting the problems found by you.


SO, first things first, I will update this post with a list of problems and ideas, from most important to less game-breaking/relevant.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: ragnar119 on March 04, 2013, 12:31:32 pm
Good, that it will still get some fixes
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: SuicideRey on March 07, 2013, 10:49:05 pm
Hey guys, this is probably gonna be a noob question but I've started a new settlement and everything was fine untill I realized... I haven't brought any drills with me! Could someone give me a little information on how can I make at least one? I think it's made in a reclaimator, but I'm not sure how to obtain mechanical parts... Thanks. (:
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Splint on March 07, 2013, 10:52:16 pm
I think you're basically screwed, to put it bluntly.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: SuicideRey on March 07, 2013, 10:55:27 pm
I think you're basically screwed, to put it bluntly.
Gosh darn it. That's very dissapointing... Is there anyway to obtain one... Illegally? XD Other way I'm starting a new settlement. And Thanks.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Splint on March 07, 2013, 10:56:05 pm
If you somehow manage to survive until the first caravan comes you can rip the depot and jack everything.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: SuicideRey on March 07, 2013, 11:05:55 pm
If you somehow manage to survive until the first caravan comes you can rip the depot and jack everything.
To be honest, I had 2 caravans arrive so far. I jacked the first one and the second one run away due to wolf spiders here's a screenshot of what I have right now, I wasn't lucky getting anything from them though, no drills and no metals only some items that I could melt.
Spoiler (click to show/hide)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Splint on March 07, 2013, 11:14:38 pm
Wait and pray to the emperor for a drill?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: SuicideRey on March 07, 2013, 11:19:53 pm
Wait and pray to the emperor for a drill?
Haha thanks, sure will, bruwa. xD
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Liber celi on March 08, 2013, 05:56:15 am
You can get most the materials for rockdrills by sifting through junk. Of course you need a drill to get junk, if you didn't bring a few hundred piles at embark.

If are willing to cheat, you could change any reaction in the RAWs to produce rockdrills... on the other hand you seem to do pretty well. You will probably acquire a drill when the first Hiver caravan arrives.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Ivan Issaccs on March 08, 2013, 06:15:19 am
Its easiest for you to start a new embark, and its cheaper to buy the ferrum drill crates things than a drill on its own.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Liber celi on March 08, 2013, 07:25:00 am
nah, cheating is easier at this point.
replace the reaction for rockdrills at data\save\regionX\raw\objexts\reaction_reclaimator.txt with this one:
Spoiler (click to show/hide)

Still, I would see it as a challenge rather than a failure.
Also, mining is very hard in this mod.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: SuicideRey on March 08, 2013, 08:03:18 pm
nah, cheating is easier at this point.
replace the reaction for rockdrills at data\save\regionX\raw\objexts\reaction_reclaimator.txt with this one:
Spoiler (click to show/hide)

Still, I would see it as a challenge rather than a failure.
Also, mining is very hard in this mod.
Oh thanks I'll just wait a little bit longer for the underhive caravan and if I have no luck, I will try that.
I never really messed with the RAW's but I'll give this a shot thanks. (:
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: chalicier on March 21, 2013, 12:32:21 pm
Here's my current set of RAWs, stormcry. They should have rust, gunpowder and priming compound producing sane quantities, Hydrogen acting like a liquid (as gases seem not to want to stay in barrels), Prometheum collection working, ghost fingers mat tags corrected, and brass smelting working correctly.

It also has "Prepare Rat Meat" as a Kitchen option, too. I'm looking into the possibility of modding an occasional puking-sickness for gangers who eat it  :D

https://dl.dropbox.com/u/584809/underhive_raws.rar
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on April 07, 2013, 09:49:25 pm
Here's my current set of RAWs, stormcry. They should have rust, gunpowder and priming compound producing sane quantities, Hydrogen acting like a liquid (as gases seem not to want to stay in barrels), Prometheum collection working, ghost fingers mat tags corrected, and brass smelting working correctly.

It also has "Prepare Rat Meat" as a Kitchen option, too. I'm looking into the possibility of modding an occasional puking-sickness for gangers who eat it  :D

https://dl.dropbox.com/u/584809/underhive_raws.rar

I'm so sorry for not been around here working in the mod to get it fully functional but I've been working in my degree thesis, in June I will get that resolved and then I will work harder, better, faster and stronger to get the best necromunda ever! o:

Thanks a lot Chalicier I will take so time to check your fixes, again, thanks again specially with the hydro, in the other hand I have plans to remove the brass from the mod and add "plasfibre" A cheap material made from plascrete and used for armor.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Guthbug on April 08, 2013, 11:59:03 am
I've been playing this mod a little over the past day or two, and I've got to say I'm impressed. I don't know anything about the universe it is set in, which seems to be somewhat crippling to gameplay, but it has its own style and flavor and fits its setting quite well.

Also has some of the best graphics I've seen in any mod.

Is it a dead mod or is it still being worked on?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Liber celi on April 08, 2013, 12:16:08 pm
Take a look at the last few posts. It is halfdead.
Best download that fixed rar folder by chalicier too, since every industry has some crippling bugs otherwise.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Guthbug on April 08, 2013, 12:41:18 pm
Take a look at the last few posts. It is halfdead.
Best download that fixed rar folder by chalicier too, since every industry has some crippling bugs otherwise.

That's too bad. Real life interferes with our hobbies. Such is life.

Are there any other good sci-fi mods that are in place? I've been playing the Fallout mod too but I can't seem to get past the lag.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: chalicier on May 03, 2013, 10:17:56 am
I've just noticed an oddity of my change to give hydrogen liquid properties (to stop it escaping the barrels):

(https://dl.dropboxusercontent.com/u/584809/oops.jpg)

Damn, this must be a REALLY cold biome.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: chalicier on May 04, 2013, 09:59:38 am
Right, I've tracked down the Raw Prometheum problem.

In short, it wasn't "not being called clay" as I suggested a page or two ago. Instead, the problem is that Raw Prometheum has two occurrence tags - "SOIL_SEA" and "CLUSTER_SMALL". Turns out that clay collection zones only recognise soil-types as being valid, and so the small inland clusters of Raw Prometheum cannot be collected, and getting it from the shoreline is... difficult.

I'm going to fix this by leaving the shoreline Prometheum as it is (we can assume that the oceanic deposits remain relatively raw) and add a new CLUSTER_SMALL type which can be mined. I may call it "Isomeric Prometheum" and add in a (possibly expensive) reaction to turn it into Raw Prometheum.

I'll link up another version of my raws when I'm done. This version will also have my fixes to schematics (there's a few typos in the reagents for schematic-dependent reactions) and, if I can figure out where the problem is, sheet metal rollers. I'm also hoping I can make sheet metal do some more interesting things than "being in cogitators".

I just wish there was some way to make projectiles disappear after firing so we could have Las weapons. That would be a wonderful use for all those crystals.



edit: Just to be clear, I am not offering to take over development of this mod. I'm currently quite ill and spending a lot of my time playing DF and in particular this mod (and thus fixing the problems I'm encountering as I play), but I'm mainly concentrating on my own roguelike based on the tabletop RPG Exalted. I will however keep uploading my fixes as I make them - I consider it a form of thanks to the original developers for making this mod in the first place.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: seristal on May 15, 2013, 06:06:13 pm
Quick Question: For the ASCII version, do I replace the old(vanilla) Raws & Data, with the new Warhammer ones, or just insert them?  :P
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: chalicier on May 18, 2013, 11:29:23 am
Quick Question: For the ASCII version, do I replace the old(vanilla) Raws & Data, with the new Warhammer ones, or just insert them?  :P

My preferred method is to make a new DF folder and then overwrite it with the raws.

Speaking of raws, here's my latest bugfix version:

Graphical: https://dl.dropboxusercontent.com/u/584809/underhive_raws_graphics.rar
ASCII: https://dl.dropboxusercontent.com/u/584809/underhive_raws_nographics.rar

This should include fixes to industries, rat meat, some fixes to Schematics, steel rollers, and my changes to Prometheum (inland Prometheum clusters should now be Isomeric Prometheum, which can be turned to Raw Prometheum at the Kiln or Alchemy shop).
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Jaso11111 on May 19, 2013, 04:44:52 am
So is this mod dead?  :'( I love warhammer 40k and i love this mod.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Liber celi on May 19, 2013, 05:54:32 am
It's never dead as long as we carry it in our hearts and sacrifice a dozen psykers a day.

Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on May 19, 2013, 11:49:49 am
If it wasn't for chalicier, liber, and a couple others interested in comment about the mod, it would be dead.

I took the duty of keeping updating the mod but I had to take all my free time doing my thesis work, thankfully it will end this next week, after that I will have my thesis accepted and my free time designated to return and work with chalicier to make this veeeewy veeeewy grimdark

PD1: Maybe make a new post under my name?
PD2: I had time to test the latest update from chalicier last night while I was rendering... For some strange reason I was flooded with loads and loads of "grave cotton tread" And my hivers declined to drink water from the bottles, leading them almost to utter drehydration until the dirty sump water thawed an then they did drank. odd. But I will start looking for it new weekend.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Hugo_The_Dwarf on May 19, 2013, 01:20:29 pm
when putting water into bottles make sure they are "DRINK:NONE:WATER:NONE" however if water bottles are "flasks/waterskins" you might need to assign everyone as soldiers so they pickup their equipment which would be the water bottles.

But same goes for if water bottles are just custom tools (that are FOOD_STORAGE) you must use the above method, have the water PRODUCT be  DRINK, and they will drink.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: chalicier on May 20, 2013, 06:43:30 am
PD2: I had time to test the latest update from chalicier last night while I was rendering... For some strange reason I was flooded with loads and loads of "grave cotton tread" And my hivers declined to drink water from the bottles, leading them almost to utter drehydration until the dirty sump water thawed an then they did drank. odd. But I will start looking for it new weekend.
I have no idea what's going on with the grave cotton thread, but as regards the water - hivers don't drink from bottles. The water bottles are tools rather than flasks, used in the Water Filling Area to create barrels of water which the hivers will drink from.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on May 20, 2013, 03:57:38 pm
PD2: I had time to test the latest update from chalicier last night while I was rendering... For some strange reason I was flooded with loads and loads of "grave cotton tread" And my hivers declined to drink water from the bottles, leading them almost to utter drehydration until the dirty sump water thawed an then they did drank. odd. But I will start looking for it new weekend.
I have no idea what's going on with the grave cotton thread, but as regards the water - hivers don't drink from bottles. The water bottles are tools rather than flasks, used in the Water Filling Area to create barrels of water which the hivers will drink from.

Okey, I'm going to start working with the mod now, slowly for this week, 'cause still working in my project but oh well, now I have time to properly test all the nice changes from chalicier.

1. The rat burgers are PERFECT, they really are, I maintained my fort for one year with only rat burgers.
2. Yep, the thread, I will test it right now in different ground levels, temperatures, etc.
3. humm, even then I had the filled bottles, the water filling are and empty barrels and I wasn't able to make any barrel with water. oh, they died.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: chalicier on May 21, 2013, 05:52:48 am
I sometimes have a problem where the filled bottles go into a bin and refuse to come back out again. Maybe it's that? It's apparently a known bug with TOOL types in DF. I get around it by defining a stockpile for bottles with no bins allowed and disallow bottles from my normal Finished Goods stockpiles.

As regards the Grave Cotton Thread issue - where is it appearing? Is it too much being produced from each Grave Cotton plant? Is it just appearing at random? What's the situation that makes it appear? If I can reproduce the bug I can probably fix it.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: chalicier on May 22, 2013, 12:19:45 pm
I had some spare time, so here's Chalicier's Guide To Playing Underhive Settlement Mod:

- If you want to be able to dig deep, choose a biome with "little soil".

- The easiest way to get access to mineral resources is either to dig deep as above, or include some Mountain biome in your embark zone. (The latter is especially useful.)

- While Hivers like the outdoors much more than Dwarves, you can't stay in the open air forever. Those damn dust clouds will mess everything up. Get some shelter sorted.

- Bring some animals along. You can probably afford a couple of grox cows and a grox bull. While you'll probably never produce enough meat that way, the milk is a BIG help and grox are also rather excellent fighters, so if you can manage to pasture them near your main entrance you're laughing. Sligs grow quickly, so they're a good choice for a meat farm, but produce no milk and can't fight. Dogs are handy, but most Underhive fauna will splatter a dog in a second.

- If you're using my fixes, things that kill vermin are a major source of food via Ratburgers.

- Your embark MUST include a crate of bottles, a power cell crate and a toolkit. You cannot survive long without a Water Still.

- Other things that are handy in an embark: Another toolkit, rockcrete (for flux - many biomes will have none and steel is important), wood (it's rare in the Underhive even in "wooded" zones), grave cotton seeds (not just clothes but you need Grave Cotton Cloth to make gunpowder),  bitter moss (a handy source of quick food), extra barrels, and lots of junk piles (for a random burst of useful tools and trade goods).

- A shotgun case and a shotshell case are also useful if you plan on hunting. While most Underhive fauna is edible (Hivers will eat pretty much anything), most of it will take more than a crossbow to kill. Once you've unpacked it, go into the (M)ilitary screen, select (A)mmunition and then set the Hunters section to use shotshells instead of crossbow bolts. Your hunters will then pick up the shotgun and ammo and go hunt some beasties. Be prepared to lose a hunter or two - Underhive fauna are very, very dangerous.

- First thing to do on embark is to build a Receiving Bay to unpack your various crates. Next thing is to build a Water Still with the unpacked Power Cell and bottles. You'll need a Water Filling Area too. Finally, you'll need barrels to put the water in. Consider putting a limit on barrels in your main food stockpile so as to reserve some for water.

- Don't assume you can skip the water distilling if you have a water source on the map. Underhive water is Bad News. Unfortunately you can't stop your Hivers giving it to the wounded, but try not to let them drink it.

- There's a nasty DF bug involving bottles and other tools in bins. Sometimes they get stuck in them and refuse to come out. Tools are less important in vanilla DF but critical in the Underhive. I get around this by making a special Tool stockpile which does not allow bins and disallowing tools from my normal Finished Goods stockpiles.

- The Hiver Forge makes weapons and gun components, the Craftsman Forge makes everything else metal.

- You need a LOT of fuel for most industries in Underhive Settlement. More in fact than most embarks will easily support. Don't neglect the Breaker Station and, if you get the schematics, Separator.

- Making flak or carapace armour is very difficult and labour- and material-intensive. Strongly consider studded leather armour; it's not magnificent, but it's definitely better than nothing.

- Nearly everything you want for your advanced industries requires chemicals from the Elecrrolytic Shrine and Alchymical Workshop. You will need Large Steel Drums for the former, and 3 glass vials to make the latter. Luckily, "dirty sand" zones are pretty much everywhere.

- You need lots of potash for things, and you do not have much wood. Good thing you can reduce vermin and animal parts to ash in the Kiln...

- For ammo, you'll need priming compound (made in the Alchemy Lab from Various Stuff), gunpowder (made in the Alchemy Lab from Grave Cotton Thread), Brass for the shells (made from Cuprum and Spelter), and lead for the bullets. They're made in the Cartridge Factory or Reloading Bench.

- One of the great challenges of this mod is that while your industries will require a broad range of resources to operate, most embarks will not have all of them. While in DF this is a minor problem, in the Underhive this a major one. As a result you will need to trade for what you don't have - whether that be flux, coal, halite, uranite or prometheum.

- One thing that can work well is to put a good premium on Junk Piles and process them for Finished Goods that you can then trade for more Junk Piles. If you have access to gems - and most embarks will - you can encrust the trade goods to increase their value even further. (In the setting for the game, there are numerous settlements that get by entirely on this process.)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Spleenling on May 24, 2013, 05:26:56 pm
Does this work with Dwarf Therapist?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: stormcry0 on May 24, 2013, 09:13:12 pm
Does this work with Dwarf Therapist?

Yes it does, actually is a must when I play this mod, to take care of who gets angry, cause in the grimdark of the underhive settlement everything is an annoyance to the little lads
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: chalicier on June 03, 2013, 04:11:20 am
Has anyone else managed to get the gunpowder reaction working reasonably? I can't seem to get a result except for "making a million stacks" and "no reaction".
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Oyahbah on June 08, 2013, 09:44:05 pm
cool mod!!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Putnam on June 09, 2013, 12:32:10 am
which reminds me i don't think I've posted in here yet time to fix that
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Oyahbah on June 09, 2013, 12:49:41 am
Hey is there a way to change out the font in this mod with diff font? its killing my vision, small letters large gaps between wordz.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: chalicier on June 29, 2013, 11:25:48 am
Gonna have another stab at getting all the reactions working properly over the next few days.

I'm also considering adding a Scavenger's Workshop - kind of the opposite of the Reclamation Centre, in that you use it to break apart equipment for components. Something that keeps annoying me is that I can find myself with a half-dozen salvaged metal torches but no power cells - but every one of those metal torches has one in it, trapped  :) So I'll add reactions that have a probability of producing each component used to make the object in the first place. Not everything will be salvageable, of course; I'm thinking things like circuit boards and so on are unlikely to be much use to Hivers as the plastic etc is all shaped permanently to make it.

In the long run, I'd love to be able to make the other cultures playable - particularly Ratskins and Scavvies. They essentially live the same way as Hivers anyway, just with different emphasis - Ratskins on harmonious living and Scavvies on low-tech. Ratskins in particular would be a good excuse to rustle up some fun interactions, although I don't think we'd be able to make them immune to dust storms etc like they should be  :( Redemptionists would be kinda fun, too - SO MANY FLAMERS!

Also, I can't get the idea of a "Tyranid Nest" mod out of my head...
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
Post by: Carch on July 17, 2013, 05:46:36 am
hmm.. nid nest. maybe you could add in 'stealers then? make them a seperate caste in each civ that doesn't occur naturally but can be morphed into through syndromes/interaction?
I don't have much experience with modding creatures and castes, but that.. seems. possible?

and I just LOVE this mod. it just breathes 40k's atmosphere.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.6
Post by: Suds Zimmerman on July 18, 2013, 05:16:54 pm
Wow, I can't believe that people are still playing this. Thanks a whole lot for your support, especially Chalicier. I've gone ahead and incorporated his fixes into the OP and will continue to do so with any new ones for the foreseeable future.

Right, I've tracked down the Raw Prometheum problem.

In short, it wasn't "not being called clay" as I suggested a page or two ago. Instead, the problem is that Raw Prometheum has two occurrence tags - "SOIL_SEA" and "CLUSTER_SMALL". Turns out that clay collection zones only recognise soil-types as being valid, and so the small inland clusters of Raw Prometheum cannot be collected, and getting it from the shoreline is... difficult.

I'm going to fix this by leaving the shoreline Prometheum as it is (we can assume that the oceanic deposits remain relatively raw) and add a new CLUSTER_SMALL type which can be mined. I may call it "Isomeric Prometheum" and add in a (possibly expensive) reaction to turn it into Raw Prometheum.

I'll link up another version of my raws when I'm done. This version will also have my fixes to schematics (there's a few typos in the reagents for schematic-dependent reactions) and, if I can figure out where the problem is, sheet metal rollers. I'm also hoping I can make sheet metal do some more interesting things than "being in cogitators".

I just wish there was some way to make projectiles disappear after firing so we could have Las weapons. That would be a wonderful use for all those crystals.



edit: Just to be clear, I am not offering to take over development of this mod. I'm currently quite ill and spending a lot of my time playing DF and in particular this mod (and thus fixing the problems I'm encountering as I play), but I'm mainly concentrating on my own roguelike based on the tabletop RPG Exalted. I will however keep uploading my fixes as I make them - I consider it a form of thanks to the original developers for making this mod in the first place.

I thought that having it as an inaccessible soil layer and a cluster at the same time might trick the clusters into yielding clay without filling up entire layers with it. It's a shame that didn't work, because I originally intended Prometheum to be a renewable source of fuel accessible only with advanced technological infrastructure. The fact that cogitators still use sheet metal is an oversight. I meant to discontinue that when I took over the mod. Earlier, I intended for the player to be able to stamp receivers for autoguns and autopistols, but milling is already efficient enough that the extra effort isn't that worth it, especially when all the other components have to be milled/hand-forged anyway.

Gonna have another stab at getting all the reactions working properly over the next few days.

I'm also considering adding a Scavenger's Workshop - kind of the opposite of the Reclamation Centre, in that you use it to break apart equipment for components. Something that keeps annoying me is that I can find myself with a half-dozen salvaged metal torches but no power cells - but every one of those metal torches has one in it, trapped  :) So I'll add reactions that have a probability of producing each component used to make the object in the first place. Not everything will be salvageable, of course; I'm thinking things like circuit boards and so on are unlikely to be much use to Hivers as the plastic etc is all shaped permanently to make it.

I liked this idea so much that I went ahead and implemented. You can now most of the stuff you get from sorting scrap and a few things you don't into component parts at the Salvager Workshop. Hopefully it won't be cripplingly bugged.

In the long run, I'd love to be able to make the other cultures playable - particularly Ratskins and Scavvies. They essentially live the same way as Hivers anyway, just with different emphasis - Ratskins on harmonious living and Scavvies on low-tech. Ratskins in particular would be a good excuse to rustle up some fun interactions, although I don't think we'd be able to make them immune to dust storms etc like they should be  :( Redemptionists would be kinda fun, too - SO MANY FLAMERS!

Also, I can't get the idea of a "Tyranid Nest" mod out of my head...

Scavvies would be great. I imagine it would play a lot like Kobold Camp in the Underhive, except with the ability to put your useless immigrants to work as delicious scavvy burgers. I don't know how well zombie herding would work - I played a whole lot of mean tricks to get them to appear together with Scavvies in dorfamunda, and even so they often decide not to fraternize with dead people. Castes might work, but the idea of a female scavvy giving birth to a zombie baby makes my brain hurt. Redemptionists might not work in an adequate manner since the flamers exist only through caste trickery; I suppose you could fiddle with morphing gas but imo there's not enough things different about them that you could implement in the game.

hmm.. nid nest. maybe you could add in 'stealers then? make them a seperate caste in each civ that doesn't occur naturally but can be morphed into through syndromes/interaction?
I don't have much experience with modding creatures and castes, but that.. seems. possible?

and I just LOVE this mod. it just breathes 40k's atmosphere.

I've actually had the raws for Genestealers since A&D were in charge of the mod. The reason they're not in is that they aren't all that fun to go up against, or too much fun, depending on your point of view. And they never get to use their oviposition attack because everyone they attack dies in a few seconds. I think Genestealer subversion could be implemented with a series of interacting interactions but I'd need to figure out some way to make it fun - ie, getting a slow build-up of mutants who evolve as they gather numbers, resulting in having to seal off sections of your fort/prepare through the tactical application of flamethrowers. Having your settlement destroyed instantly when an immigrant shows up and turns into a Genestealer seconds later is no fun in my mind. But, in any case, getting what's already in the game to a playable state should be the priority here.

Again, thank you to everyone for your continued support.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.7
Post by: Suds Zimmerman on July 19, 2013, 02:11:51 pm
I've released another small update, which should be compatible with any saves from 1.4.6. The salvager workshop should work properly now, and I've fixed all the issues with chemistry. I think. Production of knuckle dusters should work fine now and nothing should prevent your hivers from engaging in lethal fisticuffs.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Tias on July 25, 2013, 06:05:58 am
As a long time fan of both Necromunda/40K and DF, this delights me no end!!

One little snag, though: I can't seem to find the isotropic fuel rod in the list of new items on embark? Where can I find/make one?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Suds Zimmerman on July 25, 2013, 06:29:55 am
As a long time fan of both Necromunda/40K and DF, this delights me no end!!

One little snag, though: I can't seem to find the isotropic fuel rod in the list of new items on embark? Where can I find/make one?
It's in the tools section, name should be ferrum fuel rod cases. It's got a pricetag of about 1000, so get rid of some stuff if you don't have that much. Producing them on-site is a complicated process that involves ghetto uranium enrichment and a good possibility of dead hivers.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Tias on July 25, 2013, 07:12:05 am
You had me at ghetto uranium enrichment! I think I'd be better off with one at the start, though, so.. *checks*

There it is! Thanks.

Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Imperial Guardsman on July 25, 2013, 08:20:34 am
Yeah problem with fuelrods, found em, bought em, water still STILL needs fuelrods to build
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Tias on July 25, 2013, 09:55:03 am
Where can I get the enormous rock drum, though???
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Imperial Guardsman on July 25, 2013, 10:14:02 am
Type in enormous rock drum in the items menu. If its not there, you have to build eet.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Liber celi on July 25, 2013, 10:20:25 am
Yeah problem with fuelrods, found em, bought em, water still STILL needs fuelrods to build
you need to unpack it first. b->w->R to build the Receiving Bay, then select it.

Where can I get the enormous rock drum, though???
In the Craftsmanshop, under Rock->make drum.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Imperial Guardsman on July 25, 2013, 10:35:56 am
QUICK HOW DO I MAKE BOTTLES
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Liber celi on July 25, 2013, 06:50:12 pm
Make raw green glass, go to kiln, order bottles to be blown. If that hasn't changed.

Or just bring a crate at embark...  should I upload an easy starting build somewhere?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Suds Zimmerman on July 26, 2013, 12:38:22 am
Make raw green glass, go to kiln, order bottles to be blown. If that hasn't changed.

Or just bring a crate at embark...  should I upload an easy starting build somewhere?

Go for it. In retrospect, it's something I should have done a long time ago. I think A&D had one for the original version, but of course it's no longer valid.

Also, I made a succession game of this by the name of Shovelmurk. Check it out in Games and Stories forum and give playing a turn a try! Open to all comers!
please
it's so lonely
On a side note, I've been thinking of implementing features from the seasonal crops mod, making harvests yearly events, and I'd like some input on this.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Liber celi on July 26, 2013, 02:07:18 am
Here's a solid build with a focus on the rifle industry: http://rapidshare.com/files/4046140113/embark_profiles.txt (http://rapidshare.com/files/4046140113/embark_profiles.txt)
Probably not the most optimized one, especially on the skill side, but it should be enough to keep your fortress alive through the first year.

1. Copy it into the init folder
2. Choose it at embark, replace stuff that got amiss
3. EMBARK in an area that has no soil(aka easymode)
4. Construct Receiving Bay: b->w->R, uncrate everything.
5. Build a water still and filling area. You should have a rod and bottles.You still need barrels(or stone drums)
6. Dig downward staircases to check for poisonous rock
7. Dissassemble those autoguns, reassemble as many as possible
8. Dig down into non-poisonous rock, make blocks, build a wall around your farming plots and entrance.
9. Butcher your groxes if there is no grass on the surface, but only after you got you hivers underground and the entrance secured.
10. Figure out the metalworking industry. Remember that the Crushing Station kills hivers.... and that this is no reason not to use it
11. Figure out chemistry industry to make gunpowder to actually shoot things!
12. Figure out the farming industry to feed your dudes after the grox meat runs out!

Haven't played in a while, so if the build is lacking something, tell me!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Suds Zimmerman on July 26, 2013, 02:30:09 am
Here's a solid build with a focus on the rifle industry: http://rapidshare.com/files/4046140113/embark_profiles.txt (http://rapidshare.com/files/4046140113/embark_profiles.txt)
Probably not the most optimized one, especially on the skill side, but it should be enough to keep your fortress alive through the first year.

1. Copy it into the init folder
2. Choose it at embark, replace stuff that got amiss
3. EMBARK in an area that has no soil(aka easymode)
4. Construct Receiving Bay: b->w->R, uncrate everything.
5. Build a water still and filling area. You should have a rod and bottles.You still need barrels(or stone drums)
6. Dig downward staircases to check for poisonous rock
7. Dissassemble those autoguns, reassemble as many as possible
8. Dig down into non-poisonous rock, make blocks, build a wall around your farming plots and entrance.
9. Butcher your groxes if there is no grass on the surface, but only after you got you hivers underground and the entrance secured.
10. Figure out the metalworking industry. Remember that the Crushing Station kills hivers.... and that this is no reason not to use it
11. Figure out chemistry industry to make gunpowder to actually shoot things!
12. Figure out the farming industry to feed your dudes after the grox meat runs out!

Haven't played in a while, so if the build is lacking something, tell me!
Why no ammo? You can afford a bulk crate if you go down to about 9 junk piles. I mean, if you're gonna haul that many autoguns, you might as well bring the pointy shooty banger pellets. It also looks like it hasn't been adjusted for the price increases in 1.5.0, and a lot of stuff doesn't get properly bought as a result.

Here (http://filesmelt.com/dl/embark_profiles.txt) is a version compatible with the latest UH settlement. The game has been having trouble assigning the prawns, so those are omitted, as are the junk piles, due to their price septupling in the latest release. It has 128 points to spare to be used on whatever. Might be good to get ride of some stuff and buy a crate of 270 autogun cartridges for hunting/having on a rainy day. (Note to self: rename bulk rifle cartridges to bulk autogun cartridges.)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Tias on July 26, 2013, 04:17:05 am
I still can't find the enormous rock drum. Will 'build rock instrument' and hope it becomes a drum yield one?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Suds Zimmerman on July 26, 2013, 04:22:03 am
I still can't find the enormous rock drum. Will 'build rock instrument' and hope it becomes a drum yield one?
Spoiler (click to show/hide)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Liber celi on July 26, 2013, 09:16:19 am
Here (http://filesmelt.com/dl/embark_profiles.txt) is a version compatible with the latest UH settlement. The game has been having trouble assigning the prawns, so those are omitted, as are the junk piles, due to their price septupling in the latest release. It has 128 points to spare to be used on whatever. Might be good to get ride of some stuff and buy a crate of 270 autogun cartridges for hunting/having on a rainy day. (Note to self: rename bulk rifle cartridges to bulk autogun cartridges.)
That's great, my version was more of a stopgap anyway. I mainly forgot the ammo. I am pretty sure though I put the thing together in the newest release, so misadjusted prices would confuse me. Have to look into that.

Junk is the most effective starting ressource, more than worth to ditch the ammo for. It trains your mechanic, produces reliably large amounts of wealth and somewhat reliably ammo and rifle parts, blue prints and random necessities. You can easily afford a hundred units at start as well, which may be more than you can find on your whole map.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Imperial Guardsman on July 26, 2013, 09:36:49 am
Where do i copy paste embark.profiles.txt?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Suds Zimmerman on July 26, 2013, 10:04:59 am
Here (http://filesmelt.com/dl/embark_profiles.txt) is a version compatible with the latest UH settlement. The game has been having trouble assigning the prawns, so those are omitted, as are the junk piles, due to their price septupling in the latest release. It has 128 points to spare to be used on whatever. Might be good to get ride of some stuff and buy a crate of 270 autogun cartridges for hunting/having on a rainy day. (Note to self: rename bulk rifle cartridges to bulk autogun cartridges.)
That's great, my version was more of a stopgap anyway. I mainly forgot the ammo. I am pretty sure though I put the thing together in the newest release, so misadjusted prices would confuse me. Have to look into that.

Junk is the most effective starting ressource, more than worth to ditch the ammo for. It trains your mechanic, produces reliably large amounts of wealth and somewhat reliably ammo and rifle parts, blue prints and random necessities. You can easily afford a hundred units at start as well, which may be more than you can find on your whole map.
That's one of the reasons I increased the price; it's now 42 points for a junk pile. With the old versions it didn't make any sense to bring along anything but junk and the barest essentials. I didn't intend junk to be free money for new settlements, just a welcome byproduct of exploratory digging and an incentive to get past those toxic rubble clusters and dig deeper. I think it should still be possible to turn a profit by buying junk off caravans, but it shouldn't be as big as before. I feel it was a justified change, but I welcome your input.

Where do i copy paste embark.profiles.txt?
/data/init
Remember to spend your leftover points.

Side note on the topic of junk: I've been thinking of adding blocks to the list of stuff produced from junk in order to facilitate the building of scrap walls. It seems very appropriate for the setting. Thoughts?

PPS: Also, I wish we still had immigrant nobles. You can trick the game into spawning a caste that has no chance of appearing in the wild by tying it to a particular position. I wanted to make a rogue techpriest caste that arrives like the old Dungeon Keeper and has a servo-arm, massive strength and tripled learning rate for industrial/medical skills. Ah well, maybe some day.

PPPS: The above method is how I got this ornery gentleman (http://www.coolminiornot.com/139649) in the game, as leader of the Pit Slave civ. Well, when I was genning worlds to check out some positions stuff and to see if socks worked, I noticed that a Pit Slave King had become a Sorceror of Nurgle and gathered a retinue of fellow Sorcerors to whom he had passed on the secrets. I didn't check if he still lead the civ, because I don't think necromancers and their derivatives can do that, but it's a nice thought. A character like that would make a badass Dark Heresy antagonist.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Imperial Guardsman on July 26, 2013, 10:13:20 am
Is the mod SUPPOSED to be this hard? I got WRECKED by sludge jellies 1 minute after embark, HiverMcFucktard goes into a marital trance and kills 2 people, etc
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Splint on July 26, 2013, 10:20:48 am
Is the mod SUPPOSED to be this hard? I got WRECKED by sludge jellies 1 minute after embark, HiverMcFucktard goes into a marital trance pitched a fit and kills 2 people, etc

Yeah, I've seen jellies wreck wolf spiders and feral grox so really it's best to only have moving water on the map to avoid death by dehydration and nothing else.You'd probably have better chances against wolf spiders than jellies in the rivers of this besotted miserable little planet.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Liber celi on July 26, 2013, 10:25:09 am
Is the mod SUPPOSED to be this hard? I got WRECKED by sludge jellies 1 minute after embark, HiverMcFucktard goes into a marital trance and kills 2 people, etc
Yes. Yes, most definitely.

-snip-
I... think I accidentally unpacked the version 1.47 into the 1.51 folder or something the like. I really welcome the price adjustments. Sorry for the therefore outdated starting build. It will be replaced as soon as I get to a computer that can run DF without whining.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Suds Zimmerman on July 27, 2013, 05:15:58 am
marital trance
Is that what the kids are calling it these days?
Spoiler (click to show/hide)

Small update: I'm gonna get to work updating the raws for DFHack, particularly for the autosyndrome feature - solve the problem of children and dogs being turned en masse into heavy machine gunners. Remember to keep me posted on any bugs you encounter. Maybe this time around I won't take half a year to get to them.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Suds Zimmerman on July 28, 2013, 01:17:12 am
New update on pending changes.
For 1.5.2, alongside DFHack compatibility, I want to add each of the Necromundan Houses as plug-ins, each with separate creature and civ entries as well as graphics. So if you want to play Delaque, Escher, Goliath, Van Saar and Cawdor you'll be able to do that and get thematic benefits and penalties for that. Now, I've got a pretty good handle on what I want to do for most of the Houses as far as mechanical stuff goes: Orlock (which will continue to be the default house) will get a significant bonus to mining skill gain as well as a small bonus to smelting efficiency. Escher will get a bonus to agility and to melee skills for females and an across-the-board penalty on everything for males as well as a lower population ratio (due to a genetic abnormality). Goliath will get significant bonuses to strength and toughness for males but females will get reduced skill gain rate for selected skills (in this case, to represent regressive cultural practices rather than genetic abnormalities.) Cawdor will be friendly with Redemptionists and hostile to Ratskins, and will be able to outfit their gangers with powerful flamethrowers (in the form of a fairly long-lasting transformation.) Van Saar will get a relatively minor but still significant boost to skill gain for all industrial/crafting skills.

Now, the main problem is that I'm unsure of what to give the Delaques. They'll be getting cave adaptation for sure, to represent their sensitivity to light, but I'm not sure what bonuses to give them. In the fluff, they're all about spycraft and information brokering, but I'm not sure how to translate this to DF. Any help whatsoever with this will be greatly appreciated. Additionally, the reason I want to do them as plug-ins and not have all the Houses in-game simultaneously as separate civs is because I'm concerned about players getting swamped by caravans/sieges/ambushes. If anyone knows of a method to have all the civs in-game whilst avoiding that, I would appreciate having that information passed on.

In addition to all of that, each of the Houses will have separate wardrobes and armouries and available trade goods where appropriate (Goliaths getting access to large two-handed weapons, Cawdor getting flamer fuel from caravans, etc.) Furthermore, there will be a new Rival Ganger civ dependent on which House you choose, who will bother you with everything from theft to sieges. (It's gonna be Orlock vs. Delaque, Goliath vs. Escher and Cawdor vs. Van Saar as the odd ones out.) As always, please keep me current to any of your thoughts, concerns and wishes for the mod.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Imperial Guardsman on July 28, 2013, 01:41:41 pm
Add a new good only seed * Serene, Mirthful, and Joyous Wilds * for the carebears, will ya?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Tias on July 31, 2013, 04:15:28 pm
I still can't find the enormous rock drum. Will 'build rock instrument' and hope it becomes a drum yield one?
Spoiler (click to show/hide)

Be that as it may, there is no 'rock drum' on my list, only rock instrument.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.0
Post by: Suds Zimmerman on July 31, 2013, 09:59:50 pm
I still can't find the enormous rock drum. Will 'build rock instrument' and hope it becomes a drum yield one?
Spoiler (click to show/hide)

Be that as it may, there is no 'rock drum' on my list, only rock instrument.
Then you must likely installed the mod improperly, since everything is working fine on my end.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: chalicier on August 01, 2013, 03:11:49 pm
Apologies for my absence, everyone, I've been working on my own games. I'm loving the new updates, SZ!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Atelerd on August 03, 2013, 05:14:41 am
Is there any way to speed up shooting?
I'm playing as adventurer and I'm upset about it's rate of fire - because there is ~7 turns for one shot, and for these time enemies would tear you to pieces.
Once I saw birst fire, but I can't figure out how to switch to it.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Putnam on August 03, 2013, 05:29:54 am
No, not really, and burst fire? ._.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Atelerd on August 03, 2013, 05:31:21 am
Three rounds in the one attack. Maybe I've seen it in the dream, heh.
Maybe i can speed it up by changing raw files or something?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Putnam on August 03, 2013, 05:34:01 am
That's what I mean when I say "no, not really" :P
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Atelerd on August 03, 2013, 05:39:45 am
Dammit. That makes guns in adventure mode totally useless.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Suds Zimmerman on August 03, 2013, 06:05:19 am
Three rounds in the one attack. Maybe I've seen it in the dream, heh.
Maybe i can speed it up by changing raw files or something?
If that were possible I'd have already done it. The only very slim possibility is through some sort of DFhack witchery. My fondest DF wish is for ranged weapons to get their own individual speed tokens when Toady releases the new combat update. We'd still have the little guys dropping in individual cartridges each time they fire, but it'd be a hell of a lot better than nothing.

As it stands, guns aren't that bad if you give yourself a really high skill and avoid close encounters. It's the only viable way to have it enjoyable with everything being as it is. I've actually had some pretty tense gun battles in adventure mode. Town catacombs are great for that. And, of course, if guns get any better, melee weapons will become useless (unless you have insane dodging skill or carapace armour.)

On the topic of DFHack, does anyone know the proper commands for autosyndrome syndromes? Are they the ones here (https://github.com/expwnent/dfhack/blob/f92e859f499105abfbb40d008189bc36e88323f5/Readme.rst#mod-interaction) or the ones here? (http://www.bay12forums.com/smf/index.php?topic=91166.msg4108566#msg4108566) I'm gonna try both if I have to but I'd rather save some time, if anyone knows.

1.5.2 is nearly done. All the graphics are finished; the ones I'm least satisfied with are the Eschers and the Goliaths but everything else is good enough for me. All I have to do now is set up everything for DFHack.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: TastyMints on August 03, 2013, 11:43:17 am
On the topic of burst fire and ranged weapons, somehow I get the feeling we will see a set of raws for ranged weapons that will include material types, speed tokens, temperatures, physical states, etc. The modding community is extremely important to Toady and he has always facilitated all kinds of fun and interesting things when the time came. With the current and future overhaul of melee combat, I don't think I would be stepping out of line or being too presumptuous if I were to say that ranged combat will likely get the same treatment.

Remember, combat still has a long way to go, and the idea of fighting styles with their own raws has been commented on many times. I also happen to recall reading in DFtalk that the ability to breath clouds of items was also added in this release, but currently does not assign any mass or attributes to said items that could cause harm. All in good time.

P.S. Looking forward to 1.5.2 I'm just about ready to start a new settlement.

P.P.S. I would have to disagree on the sentiment of guns making melee weapons useless or redundant. In an Underhive, the firearm catalog can range anywhere from black powder weapons to Storm Bolters, which are essentially guns that fire grenade sized exploding jet propelled bullets at the potential maximum of 360 rounds per minute per barrel (720 rounds per minute for said Storm Bolter.) It would be somewhat silly to assume that even the equivalent of a modern assault rifle would be common amongst UnderHivers. Most of the more advanced technology that mankind has in its possession are made and maintained from blueprints created before or during the Dark Age of Technology. A settlement that could manufacture such weapons in the Underhive itself would surely deserve to wield them against their enemies, and they must be suitably difficult to mass produce. Assuming these things, melee weapons are definitely not rendered useless.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Suds Zimmerman on August 03, 2013, 01:51:10 pm
On the topic of burst fire and ranged weapons, somehow I get the feeling we will see a set of raws for ranged weapons that will include material types, speed tokens, temperatures, physical states, etc. The modding community is extremely important to Toady and he has always facilitated all kinds of fun and interesting things when the time came. With the current and future overhaul of melee combat, I don't think I would be stepping out of line or being too presumptuous if I were to say that ranged combat will likely get the same treatment.

Remember, combat still has a long way to go, and the idea of fighting styles with their own raws has been commented on many times. I also happen to recall reading in DFtalk that the ability to breath clouds of items was also added in this release, but currently does not assign any mass or attributes to said items that could cause harm. All in good time.

P.S. Looking forward to 1.5.2 I'm just about ready to start a new settlement.

P.P.S. I would have to disagree on the sentiment of guns making melee weapons useless or redundant. In an Underhive, the firearm catalog can range anywhere from black powder weapons to Storm Bolters, which are essentially guns that fire grenade sized exploding jet propelled bullets at the potential maximum of 360 rounds per minute per barrel (720 rounds per minute for said Storm Bolter.) It would be somewhat silly to assume that even the equivalent of a modern assault rifle would be common amongst UnderHivers. Most of the more advanced technology that mankind has in its possession are made and maintained from blueprints created before or during the Dark Age of Technology. A settlement that could manufacture such weapons in the Underhive itself would surely deserve to wield them against their enemies, and they must be suitably difficult to mass produce. Assuming these things, melee weapons are definitely not rendered useless.

I meant useless in adventure mode, you silly goose. No sense in bringing a sword when Redemptionist Butthole #358 can put a bullet in your skull as soon as he spots you. Though I guess it's a good thing none of the civs are packing boltguns.

I'm really excited for the combat update even if we don't get improved ranged weapon moddability. Separating attack and movement speed is gonna be a godsend whatever happens. And the brawls look fun.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Putnam on August 03, 2013, 02:58:46 pm
Three rounds in the one attack. Maybe I've seen it in the dream, heh.
Maybe i can speed it up by changing raw files or something?
If that were possible I'd have already done it. The only very slim possibility is through some sort of DFhack witchery. My fondest DF wish is for ranged weapons to get their own individual speed tokens when Toady releases the new combat update. We'd still have the little guys dropping in individual cartridges each time they fire, but it'd be a hell of a lot better than nothing.

As it stands, guns aren't that bad if you give yourself a really high skill and avoid close encounters. It's the only viable way to have it enjoyable with everything being as it is. I've actually had some pretty tense gun battles in adventure mode. Town catacombs are great for that. And, of course, if guns get any better, melee weapons will become useless (unless you have insane dodging skill or carapace armour.)

On the topic of DFHack, does anyone know the proper commands for autosyndrome syndromes? Are they the ones here (https://github.com/expwnent/dfhack/blob/f92e859f499105abfbb40d008189bc36e88323f5/Readme.rst#mod-interaction) or the ones here? (http://www.bay12forums.com/smf/index.php?topic=91166.msg4108566#msg4108566) I'm gonna try both if I have to but I'd rather save some time, if anyone knows.

1.5.2 is nearly done. All the graphics are finished; the ones I'm least satisfied with are the Eschers and the Goliaths but everything else is good enough for me. All I have to do now is set up everything for DFHack.

You might notice that they're both the same...
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.1
Post by: Suds Zimmerman on August 03, 2013, 05:03:27 pm
-snip-

You might notice that they're both the same...

They aren't. The set of instructions on github aren't pertinent to the version bundled with DFHack, as said version doesn't work at all with a non-boiling stone and the github thing indicates that this shouldn't be so. It looks like it works properly with the the commands expwnent posted on the forums. With that out of the way, I'll have the new version up by the time I'm less sleep deprived and can check for any especially glaring errors in the new stuff.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.2
Post by: Suds Zimmerman on August 04, 2013, 10:35:17 am
The new version is up! It now includes the Windows version of DFHack - if you use Linux then you should already know how to change it and if you use OSX you are dead to me. Please play it and tell me your thoughts, and keep an eye out for bugs (and I don't mean the bloodflies.) Check the OP for information on the new House system.

PS: I think I forgot to remove autocannons from the Cawdors. Please don't make any autocannons when you're playing as them.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.2
Post by: chalicier on August 04, 2013, 10:59:41 am
Dammit, Suds, I'd just gotten a good embark going with 1.5.1! Stop being so damn productive and shaming the rest of us!  :P ;D Awesome work, I look forward to letting out my inner Van Saar.

Actually, now I think about Van Saars, it kinda makes me want to make a bunch of House-specific clothing/armour options. Big Leather Trenches for Delaques, jeans and bandannas for Orlocks, skinsuits for Van Saars. Might give that a go later.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.2
Post by: chalicier on August 04, 2013, 11:01:04 am
Also if I have time in the next few days I may put together a Let's Play. I've been promising another forum that I'd do a Underhive Settlement LP (there's a small DF fanbase on there) and with all the new features and fixed industry it seems a perfect time, and I don't see much reason not to cross-post it on B12.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.2
Post by: Suds Zimmerman on August 04, 2013, 11:41:21 am
Dammit, Suds, I'd just gotten a good embark going with 1.5.1! Stop being so damn productive and shaming the rest of us!  :P ;D Awesome work, I look forward to letting out my inner Van Saar.

Actually, now I think about Van Saars, it kinda makes me want to make a bunch of House-specific clothing/armour options. Big Leather Trenches for Delaques, jeans and bandannas for Orlocks, skinsuits for Van Saars. Might give that a go later.

Way ahead of you. Although I named the skinsuits coveralls because the name escaped me at the time. I thought perhaps bodysuit but apparently that's some sort of feminine garment. I'll change it in the next release. At least it's an easy thing to do.

Also if I have time in the next few days I may put together a Let's Play. I've been promising another forum that I'd do a Underhive Settlement LP (there's a small DF fanbase on there) and with all the new features and fixed industry it seems a perfect time, and I don't see much reason not to cross-post it on B12.

That'd be great. I really look forward to seeing it, but I'm not 100$ certain that everything is functional. I don't exactly have a QA department over here. Still, nothing makes me feel more validated than seeing people actually play this thing.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.2
Post by: TastyMints on August 04, 2013, 01:39:09 pm
Actually, now I think about Van Saars, it kinda makes me want to make a bunch of House-specific clothing/armour options. Big Leather Trenches for Delaques, jeans and bandannas for Orlocks, skinsuits for Van Saars. Might give that a go later.

In the mean time we can pop in the raws and change the name ourselves. Luckily I didn't get too far into my 1.5.1 embark since I forgot to turn off bins in my tool storage room and ended up getting all of my bottles and toolkits stuck. Such is life, but at least I didn't have a thriving settlement to throw away. Cheers.

Also I've found that genning a world with a metric boat-load of caves tends to give me many more fun and diverse gameplay experiences, and a site with a cave almost guarantees something decent to dig in to for shelter.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.2
Post by: Suds Zimmerman on August 04, 2013, 01:58:36 pm
Actually, now I think about Van Saars, it kinda makes me want to make a bunch of House-specific clothing/armour options. Big Leather Trenches for Delaques, jeans and bandannas for Orlocks, skinsuits for Van Saars. Might give that a go later.

In the mean time we can pop in the raws and change the name ourselves. Luckily I didn't get too far into my 1.5.1 embark since I forgot to turn off bins in my tool storage room and ended up getting all of my bottles and toolkits stuck. Such is life, but at least I didn't have a thriving settlement to throw away. Cheers.

Also I've found that genning a world with a metric boat-load of caves tends to give me many more fun and diverse gameplay experiences, and a site with a cave almost guarantees something decent to dig in to for shelter.
The cave thing is not only interesting but also fits incredibly well with the theme. What's a good number for caves? I haven't changed the worldgen at all from the original UH settlement. Get back to me and I'll put it in the next release.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.2
Post by: TastyMints on August 04, 2013, 03:21:39 pm
Actually, now I think about Van Saars, it kinda makes me want to make a bunch of House-specific clothing/armour options. Big Leather Trenches for Delaques, jeans and bandannas for Orlocks, skinsuits for Van Saars. Might give that a go later.

In the mean time we can pop in the raws and change the name ourselves. Luckily I didn't get too far into my 1.5.1 embark since I forgot to turn off bins in my tool storage room and ended up getting all of my bottles and toolkits stuck. Such is life, but at least I didn't have a thriving settlement to throw away. Cheers.

Also I've found that genning a world with a metric boat-load of caves tends to give me many more fun and diverse gameplay experiences, and a site with a cave almost guarantees something decent to dig in to for shelter.
The cave thing is not only interesting but also fits incredibly well with the theme. What's a good number for caves? I haven't changed the worldgen at all from the original UH settlement. Get back to me and I'll put it in the next release.

Oh you can put a lot of caves in. I originally just threw out a number somewhat above 500, because that's how many Semi-Megabeast Caves the Underhive worldgen profile has, and amusingly it worked. I've since genned worlds with upwards of 800 caves of various sizes and haven't run into any problems with it. It seems that perhaps the game worlds were meant to have lots of caves and the worldgen parameters were intentionally low, because it adds them relatively quickly and efficiently.

Many caves can reach all the way to the first cavern layer. Beware Plague Zombies.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.3
Post by: Suds Zimmerman on August 05, 2013, 03:43:41 pm
New update - not a big one, fixed some bugs with the new Houses and changed the worldgen parameters for MORE CAVES. Everything will still work perfectly fine if you don't gen a new world, except you'll be able to get some extra stuff as Van Saar, Escher and Cawdor and none of your people will have beards. Also, pit slave Sorcerors of Nurgle might accidentally murder themselves with their own plague winds. But hey, that's hardly even a bad thing.  Also fixed numerous errors with the graphics. Drop the raws in your save folder to apply the update without re-genning.

New in this update, chaos cults will continue expanding at a slower rate even if the head cultist is killed. Beware the heretic.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: Suds Zimmerman on August 06, 2013, 11:07:59 am
New in this update: I've greatly expanded the cult stuff. Now, instead of just multiplying slowly and draining hivers of blood for their rituals, when you reach a critical mass of high-ranking cultists (specifically, 8 - no points to guessing as to the significance of that number), fun stuff will happen. There will be signs when a cult is progressing in its schemes, so keep an eye out. Please notify me if anything funny/absolutely game-breaking happens with this. I've been having a difficult time getting immigrant cultists so I haven't tested it in Fortress Mode, but everything should work fine.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: Suds Zimmerman on August 07, 2013, 05:20:45 pm
Now that I've gotten pretty much everything I wanted include into the mod (at least, everything that is possible with the current version of DF) and I've gone and jumped in bed with DFHack, I've been thinking of trying to implement a different method of powering workshops (specifically: chemistry and smelting/machining) via DFHack, rather than just consuming coke/coal or taking a fuel rod. Instead of that, what I'm thinking is that the powered workshops will be powered with the same method as screw pumps and mills (though requiring a significantly higher input.) Plasma lathes will be phased out and regular lathes will require no fuel, only power. If I embark on this course of action, I'll also add three new power-generating buildings based on DFHack's steam engine that provide large amounts of power sufficient to meet the needs of workshops. One will take fuel, the other will have to be built on an undigabble stone type called "geothermal vent" and the third will take a fuel rod and periodically generate clouds of deadly radiation. That's all assuming modifying stuff from DFHack is kosher. And, whilst I know that it's possible to dynamically remove reactions from workshops whilst in-game using DFHack, I'm uncertain whether the reverse is possible, and this would be pretty important to achieving powered workshops.

I'd like to hear your thoughts on this.

EDIT: then again, I realized while I was soaking in the bath, it isn't possible to remove reactions from just one workshop, is it? That sort of puts a damper on this plan.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: Meph on August 08, 2013, 01:25:36 am
If you can write your own lua scripts, then this is possible, but not included in the normal dfhack. I'd love workshops that need power, or water, or only outside/inside, but these scripts dont quite exist yet.

Its also nice to see that this mod is back in developement. :)

There is a lot you can do with autosyndrome though, have dwarves running dfhack by using reactions. You can do all kinds of things. :) My embassy uses this extensively to summon sieges, migrants, caravans and diplomats for example, or hire guards from caravans. Or weather control buildings, or regrow'/regrass, unlocking magma-workshops when you spawn artificial magma.

Other nice additions are growthbugfix (fixes the bodysize-bug of fortress-born creatures), autocorrecthandedness that allows custom gloves to get a left/right, and more. :)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: TastyMints on August 08, 2013, 03:07:29 am
On the subject of powered workshops and power generators: I thought about the concept for a while and can't really say that I have any legitimate reason to dislike the idea of various forms of generators and power using workshops. If it's unique, doable, and you have the drive to do it, then do it. It can only contribute to the mod and even if you decide to take it out later I'm sure other modders would be more than happy to use your script for various projects of their own.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: Suds Zimmerman on August 08, 2013, 05:41:40 am
If you can write your own lua scripts, then this is possible, but not included in the normal dfhack. I'd love workshops that need power, or water, or only outside/inside, but these scripts dont quite exist yet.

Its also nice to see that this mod is back in developement. :)

There is a lot you can do with autosyndrome though, have dwarves running dfhack by using reactions. You can do all kinds of things. :) My embassy uses this extensively to summon sieges, migrants, caravans and diplomats for example, or hire guards from caravans. Or weather control buildings, or regrow'/regrass, unlocking magma-workshops when you spawn artificial magma.

Other nice additions are growthbugfix (fixes the bodysize-bug of fortress-born creatures), autocorrecthandedness that allows custom gloves to get a left/right, and more. :)

Thanks for the kind words. I already added the handedness fix because, with the vanilla forge removed, it was either that or no gloves at all ever. I wasn't aware of the bodysize bug, though. Is it severe?

On the subject of powered workshops and power generators: I thought about the concept for a while and can't really say that I have any legitimate reason to dislike the idea of various forms of generators and power using workshops. If it's unique, doable, and you have the drive to do it, then do it. It can only contribute to the mod and even if you decide to take it out later I'm sure other modders would be more than happy to use your script for various projects of their own.

The whole thing hinges on whether DFHack can remove/add reactions at the individual level or spawn/despawn workshops. I'd love to have someone with experience weigh in on this, but I'll give it a go, regardless. No telling how that might go, though, especially if I can't finish it up before school starts again.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: chalicier on August 08, 2013, 10:56:41 am
Oh, man, I hadn't really looked at DFHack.

Now I can't stop imagining what kind of Tyranid horrors I could make with this thing. Weather control from Capillary Towers? Poisonous toxin spatters. Icky projectile miasmas.

Back in the Underhive, I wonder if we could use itemsyndrome to add "NOBREATHE" to creatures wearing breather masks, thus making them useful against dust clouds?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: Suds Zimmerman on August 08, 2013, 04:26:26 pm
Oh, man, I hadn't really looked at DFHack.

Now I can't stop imagining what kind of Tyranid horrors I could make with this thing. Weather control from Capillary Towers? Poisonous toxin spatters. Icky projectile miasmas.

Back in the Underhive, I wonder if we could use itemsyndrome to add "NOBREATHE" to creatures wearing breather masks, thus making them useful against dust clouds?

NOBREATHE would make them immune to strangling and resistant to lung damage too. Though I'm not sure how bad of a loss that would be, especially since the throat and lungs still bleed like crazy. Wrestling would be nerfed but it wasn't all that in this mod anyway.

Itemsyndrome is based on the material of the item, right? Does anyone ever see rebreathers in the wild? My hivers and immigrants never bring them to the fort, and I'm uncertain of whether I should add a specific syndrome to both iron and steel or limit rebreathers to being produced via custom reaction out of an unique syndrome-bearing metal.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: Meph on August 08, 2013, 04:36:18 pm
Itemsyndrome can be linked to an item, or a material. Item is better, because if you make a "special rebreather metal" then it will show up in stockpiles. That gets important once you have 50 inorganics called "fire/exploding/magical nonsense"... better to just use the item.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: Suds Zimmerman on August 08, 2013, 04:48:55 pm
Itemsyndrome can be linked to an item, or a material. Item is better, because if you make a "special rebreather metal" then it will show up in stockpiles. That gets important once you have 50 inorganics called "fire/exploding/magical nonsense"... better to just use the item.
Well, that's pretty damn helpful. No reason not to use it, then.

EDIT: This could also be used for Hazmat/Radiation suits and let me put in more dangerous gas emissions from chemistry with less guilt about fucking players up. Anyone know from what/how hazmat suits are made so I can have something to base the reaction off of?

EDIT2: Wait, no it can't. Looks like blanket protection from inhaled syndromes is all we get. Still good.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: TastyMints on August 08, 2013, 05:30:18 pm
Itemsyndrome can be linked to an item, or a material. Item is better, because if you make a "special rebreather metal" then it will show up in stockpiles. That gets important once you have 50 inorganics called "fire/exploding/magical nonsense"... better to just use the item.
Well, that's pretty damn helpful. No reason not to use it, then.

EDIT: This could also be used for Hazmat/Radiation suits and let me put in more dangerous gas emissions from chemistry with less guilt about fucking players up. Anyone know from what/how hazmat suits are made so I can have something to base the reaction off of?

EDIT2: Wait, no it can't. Looks like blanket protection from inhaled syndromes is all we get. Still good.

Modern CBRN suits are printed fabrics that are laminated with polypropylene, a thermoplastic polymer.

As far as Warhammer 40k is concerned, you might want to think about mixing plascrete with fabrics.

Scavenging plascrete from old busted prefab structures and breaking them down to make protective suits sounds like something an industrious Underhiver would do.

Question: Syndromes effect specific blood types right? Couldn't one possibly cause a syndrome that temporarily changes the blood type of an Underhiver to something other than one that is effected by dust storms, but is still effected by all other syndromes? (Sorry I did some reading, I am silly for asking this.)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: Meph on August 08, 2013, 05:40:38 pm
You cant block a syndrome, but you can block an interaction. If your gas gives a syndrome that has CE_CAN_DO_INTERACTION, and the self-targetted interaction applies the negative syndrome you want, then it can be done.

HAZMAT SUIT => Gives SYN_CLASS:HAZMAT
GAS => Gives syndrome that gives interaction.
INTERACTION => self-targets negative effect, target CANNOT_HAVE_SYN_CLASS:HAZMAT

I use this on glaciers, with rain and regional interactions that work only on people that do not wear fur-clothing. :)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: chalicier on August 08, 2013, 05:58:23 pm

Well, that's pretty damn helpful. No reason not to use it, then.

EDIT: This could also be used for Hazmat/Radiation suits and let me put in more dangerous gas emissions from chemistry with less guilt about fucking players up. Anyone know from what/how hazmat suits are made so I can have something to base the reaction off of?

EDIT2: Wait, no it can't. Looks like blanket protection from inhaled syndromes is all we get. Still good.

The main reason I love this idea is because it adds an extra layer of "OH FFS WHAT AM I SUPPOSED TO DO ABOUT THIS?" ... then later ... "Oh what? Rebreathers? I can't believe I didn't think of that!" type play for those new to the mod (much like a lot of vanilla DF).
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: Suds Zimmerman on August 08, 2013, 06:23:01 pm
You cant block a syndrome, but you can block an interaction. If your gas gives a syndrome that has CE_CAN_DO_INTERACTION, and the self-targetted interaction applies the negative syndrome you want, then it can be done.

HAZMAT SUIT => Gives SYN_CLASS:HAZMAT
GAS => Gives syndrome that gives interaction.
INTERACTION => self-targets negative effect, target CANNOT_HAVE_SYN_CLASS:HAZMAT

I use this on glaciers, with rain and regional interactions that work only on people that do not wear fur-clothing. :)

Syndromes can give SYN_CLASSes without transformations? I was thinking of using an otherwise useless token to block the interaction (though I'm running out of those), but that would speed things up considerably. Thank you for the heads-up.

EDIT: Nevermind, I just read up on what IT_CANNOT_HAVE_SYNDROME_CLASS does, exactly. Very clever.

-snip-

The main reason I love this idea is because it adds an extra layer of "OH FFS WHAT AM I SUPPOSED TO DO ABOUT THIS?" ... then later ... "Oh what? Rebreathers? I can't believe I didn't think of that!" type play for those new to the mod (much like a lot of vanilla DF).

I agree. That feeling of stupefaction and discovery from first playing vanilla is one of the things I wanted to recreate with this mod. I'll see about getting it working.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
Post by: Suds Zimmerman on August 10, 2013, 01:22:13 pm
Well, it appears that despite what common sense would have you believe, NOBREATHE doesn't actually protect against inhaled syndromes! The more you know. It's going to take a little longer for me to implement respirators and rad suits as I'll need to convert every inhaled syndrome in the mod to the self-interaction method. If only miner uniforms worked, you'd be able to protect your miners from inhaled gas too. I don't suppose that there exists a DFHack fix for that?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 11, 2013, 12:56:40 am
The new version is up and running! You can now protect breakers and chymists from dangerous fumes, dust and gas with respirators and rad suits. Make them at the Craftsman. If everything works well I probably won't put up another one for a good while. I'm going to move on to working on powered workshops next. God only knows how that'll turn out.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: chalicier on August 11, 2013, 11:25:02 am
Jeebus H Imperator, Suds, you're spoiling us with all these updates  :D
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: chalicier on August 11, 2013, 02:02:40 pm
So, I fired up the new version and started a new settlement with the Van Saars.

I've had my first bout of immediate !!FUN!! in UHS - my hunter got pounced by a Vent Lurker, someone went after his corpse and got pounced in turn, then 2 drinking Van Saars caught a nasty case of Wild Grox in the intestines. After the resulting crazy spiral, I'm now down to one miserable Expedition Leader with a rotting left leg, haring around the place trying to bury his friends and leaving trails of miasma behind him whenever he goes indoors.

Right now it's a race between his leg and the next migrant wave, if any. It's a good site, mind you - plentiful carboniferous waste and halite, not to mention a whole cliff of isomeric prometheum. I'll probably reclaim it if need be. But for the moment, this has become an impromptu solo fortress.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: chalicier on August 11, 2013, 03:34:38 pm
Hmm. After a reclaim, I'm having a problem - basically the settlers get covered in dust and then just keep getting the flu over and over and over. Intentional? Autosyndrome overload? It's incredibly hard to get them to clean themselves at the best of times...
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 11, 2013, 04:11:20 pm
Hmm. After a reclaim, I'm having a problem - basically the settlers get covered in dust and then just keep getting the flu over and over and over. Intentional? Autosyndrome overload? It's incredibly hard to get them to clean themselves at the best of times...
No idea. I've seen it happen from time to time but I'm not sure of the reason. I'd check inorganic_underhive_weather. I think deon made them rather than I so you can blame him for any errors.

EDIT: I think the problem is that the various dust storms have a fixed temp and no melting/boiling temp. I think just making them boil at room temperature will fix it and also avoid screwing up the weather.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 11, 2013, 04:45:46 pm
Here's (http://filesmelt.com/dl/inorganic_underhive_weather.txt) a raw for fixing flu-causing dust storm contamination. Save-compatible.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 11, 2013, 05:03:29 pm
I've been unsure of what to do with evil areas. Compared to vanilla DF they're actually kinda boring and quite a bit safer. Obviously, this can't stand. One of the things I've been considering is adding a new weather effect - radioactive clouds, in order to add some use for rad suits. (This might actually be a good use for the dust contamination bug, too, and it would force some inventive architcture to make use of overland crops. Of course, if they're left as they are, it might spiral out of control, so there should be some point at which they evaporate using SPEC_HEAT. Might need some help to get good values for this. As everyone who has tried to mass produce fuel rods in the older versions would know, radiation poisoning is no laughing matter.)

The other thing to add would be new creatures and this is where I'm drawing the biggest blank. I've wrung dry pretty much every old Necromunda supplement both official and fanmade and I don't really know what else to add in terms of creatures. Ghouls are one thing I've been considering, which might be useful as another creature for Scavvies (although they're still a bit OP compared to other siegers, at the moment in spite of their crappy gear and physical weakness, since they're the only ones who get building destroyers to come along on their sieges. So, anyone who has some creature ideas, especially for evil areas, please speak up.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: chalicier on August 11, 2013, 05:52:15 pm
Here's (http://filesmelt.com/dl/inorganic_underhive_weather.txt) a raw for fixing flu-causing dust storm contamination. Save-compatible.

Awesome, will continue testing. If this version shakes out, I'm planning on using it for my Let's Play.

As for monsters, I'm drawing a blank, although if my Tyranid Hive mod ever gets off the ground it might well produce some fun options.
Hmm, now I think of it... Genestealers, perhaps? Not 100% canon for Necromunda, though. Or maybe Orks, seeded from some loose spores?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 11, 2013, 06:01:48 pm
Here's (http://filesmelt.com/dl/inorganic_underhive_weather.txt) a raw for fixing flu-causing dust storm contamination. Save-compatible.

Awesome, will continue testing. If this version shakes out, I'm planning on using it for my Let's Play.

As for monsters, I'm drawing a blank, although if my Tyranid Hive mod ever gets off the ground it might well produce some fun options.
Hmm, now I think of it... Genestealers, perhaps? Not 100% canon for Necromunda, though. Or maybe Orks, seeded from some loose spores?
Looking forward to seeing it! I was actually considering Tyranids though that seems a bit odd to me given that evil biomes are typically scavvy territory, and having packs of 'gaunts running around might raise some questions as to how a bunch of death-prone inbreds managed to survive and cohabit alongside Tyranids. Orks too I've been considering as a sort of sub-mod using shitloads of castes to represent grots, gretchin, snotlings, meks, wyrdboyz, meks and boyz (I guess the grots would be female and boyz male for the purposes of reproduction, despite the hilarious mental image that comes with.) Although if I get into expanding the playable repertoire scavvies will be first in line, as I can already imagine some fun mechanics to give them. (And orks won't really come into their own until we get the ability to send attackers off-site, anyway.)

By the way, hit me up if you want some graphics for tyranids. I like making graphics sets.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: chalicier on August 11, 2013, 08:19:32 pm
By the way, hit me up if you want some graphics for tyranids. I like making graphics sets.

 :D  :D

At the minute my Tyranid mod consists of some experiments with hyperactive grazers (for future rippers), and a DFHack script to force a 1:6 embark ratio. The plan is to embark with 1 "Broodmother" (egg-laying Tyranid mom-beast) and 6 random Gaunts. I've been putting off actually doing the body-part work, though.

Basic gameplay plan goes like this:

- Broodmother -> Eggs -> Grubs
- Various species of Gaunt can collect Biomass and Goop from shrubs, butchery products etc
- Biomass is used to build buildings, to produce weapons like Deathspitters, Fleshborers etc, and in morphstone reactions to turn Grubs into Gaunts and Warriors
- Goop is just food
- Some butchery products also produce Genecode, which can be used in reactions to make more powerful Nids like Lictors, Hive Tyrants, Raveners, Tyrant Guard etc.
- I'm thinking of using the cloning trick to produce infant Rippers from bits of some Gaunt species or other, which can then be slaughtered at adulthood for Biomass after devouring vast quantities of grazing
- Finally, pretty much every single product in the entire thing will be horribly toxic to anything not a Tyranid.

Somewhat amusingly, you've probably knocked development back a few more weeks with these new UHS versions. They're just too damn cool not to delve into properly.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: TastyMints on August 12, 2013, 12:26:08 am
As far as evil areas are concerned, you could very easily make "warp-tainted" versions of wildlife you already have with various mutations. I would recommend warp-crazed subhumans as well, can't go wrong with humans gone mad and gifted crab claws with matching chitinous armor material on their torso and arms.

Orcs have infested portions of Necromunda Underhive for a long time. If I recall, the Imperial Fist Space Marines keep a fortress on Necromunda specifically for the purposes of attempting to extricate this infestation, so far unsuccessful.

Tyranid Genestealer cults exist anywhere and everywhere. There's creatures on planets that people have known for millennia that turn out to be Tyranid sub-races. Some people think Catachan Devils are a long lost species of Tyranid.

On top of that, various flora and fauna of the Underhive have made their way to Necromunda via trade and schemes for some time. Vent Lurkers are an off planet import. It would not be a stretch of the imagination to think that a rich member of a House or the Planetary Government would bring a breeding pair of strange or dangerous animals that then escaped or had been intentionally placed into the Underhive for one reason or another.

Basically what I'm saying is: Imagination is your oyster, just remember the GrimDark.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 12, 2013, 03:06:12 am
As far as evil areas are concerned, you could very easily make "warp-tainted" versions of wildlife you already have with various mutations. I would recommend warp-crazed subhumans as well, can't go wrong with humans gone mad and gifted crab claws with matching chitinous armor material on their torso and arms.

Orcs have infested portions of Necromunda Underhive for a long time. If I recall, the Imperial Fist Space Marines keep a fortress on Necromunda specifically for the purposes of attempting to extricate this infestation, so far unsuccessful.

Tyranid Genestealer cults exist anywhere and everywhere. There's creatures on planets that people have known for millennia that turn out to be Tyranid sub-races. Some people think Catachan Devils are a long lost species of Tyranid.

On top of that, various flora and fauna of the Underhive have made their way to Necromunda via trade and schemes for some time. Vent Lurkers are an off planet import. It would not be a stretch of the imagination to think that a rich member of a House or the Planetary Government would bring a breeding pair of strange or dangerous animals that then escaped or had been intentionally placed into the Underhive for one reason or another.

Basically what I'm saying is: Imagination is your oyster, just remember the GrimDark.

I think a lack of imagination is my main problem here. Maybe I'll have to go dredging up Dark Heresy and Rogue Trader sourcebooks too. I remember a few of those had some cool monsters suitable for Hive Worlds. The main problem with Orks is that they'd require a civ, and there's already too many of those as it is. You can get a siege every season if the Emperor loves you enough.

As for the Genestealers and 'stealer cults, I've been meaning to put them in since forever, but the main difficulty is in making them balanced. Having stealers show up as megabeasts detracts from their gimmick, and having cultists work like vampires is all well and good, but I can't think of any method to allow the player to detect and cull them earlier. With chaos cultists, you have the murders and the subtle (or not-so-subtle) physical changes to notice, whereas the sort of stuff Genestealer cults do is harder to mimick in DF, especially since you can't really affect reproduction in any meaningful way, so they'll probably stay out until there's some major changes or somebody shows me up with an incredible trick. If I put them in now, they'd really just be Chaos Cultists with different cosmetics.

Regular mutants are a good idea, though. Maybe even have them trainable for use as slave labour with DFHack's friendship plugin, though I hesitate to push more potentially unstable hacks onto the mod's players (are there even any besides you two?) Or perhaps they could be a layer linked civ, since I haven't used any of those and it seems natural they'd huddle underground. Either way I'd get a chance to play around with body definitions.

PS Is it possible to force a siege by an entity that doesn't actually have an in-world presence via Putnam's force plugin? Or one that doesn't have access to your fort/is otherwise friendly. (Or, at least, benign.)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Godlysockpuppet on August 12, 2013, 07:25:18 am
You can make them cavern siegers, that way there's less clutter as you don't see them on the civ embark screen yet they still siege and steal or whatnot. You could also have them come in groups and set up camp both above and below ground like animal people. That could be kinda cool :)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Meph on August 13, 2013, 05:38:11 am
Quote
PS Is it possible to force a siege by an entity that doesn't actually have an in-world presence via Putnam's force plugin? Or one that doesn't have access to your fort/is otherwise friendly. (Or, at least, benign.)
No and yes. No, you cant force a siege of a civ that does not exist in the world, and yes, you can forge a siege of a civ that has no access to you (island for example)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Carch on August 20, 2013, 08:57:43 am
As far as evil areas are concerned, you could very easily make "warp-tainted" versions of wildlife you already have with various mutations. I would recommend warp-crazed subhumans as well, can't go wrong with humans gone mad and gifted crab claws with matching chitinous armor material on their torso and arms.

Orcs have infested portions of Necromunda Underhive for a long time. If I recall, the Imperial Fist Space Marines keep a fortress on Necromunda specifically for the purposes of attempting to extricate this infestation, so far unsuccessful.

Tyranid Genestealer cults exist anywhere and everywhere. There's creatures on planets that people have known for millennia that turn out to be Tyranid sub-races. Some people think Catachan Devils are a long lost species of Tyranid.

On top of that, various flora and fauna of the Underhive have made their way to Necromunda via trade and schemes for some time. Vent Lurkers are an off planet import. It would not be a stretch of the imagination to think that a rich member of a House or the Planetary Government would bring a breeding pair of strange or dangerous animals that then escaped or had been intentionally placed into the Underhive for one reason or another.

Basically what I'm saying is: Imagination is your oyster, just remember the GrimDark.

I think a lack of imagination is my main problem here. Maybe I'll have to go dredging up Dark Heresy and Rogue Trader sourcebooks too. I remember a few of those had some cool monsters suitable for Hive Worlds. The main problem with Orks is that they'd require a civ, and there's already too many of those as it is. You can get a siege every season if the Emperor loves you enough.

As for the Genestealers and 'stealer cults, I've been meaning to put them in since forever, but the main difficulty is in making them balanced. Having stealers show up as megabeasts detracts from their gimmick, and having cultists work like vampires is all well and good, but I can't think of any method to allow the player to detect and cull them earlier. With chaos cultists, you have the murders and the subtle (or not-so-subtle) physical changes to notice, whereas the sort of stuff Genestealer cults do is harder to mimick in DF, especially since you can't really affect reproduction in any meaningful way, so they'll probably stay out until there's some major changes or somebody shows me up with an incredible trick. If I put them in now, they'd really just be Chaos Cultists with different cosmetics.

Regular mutants are a good idea, though. Maybe even have them trainable for use as slave labour with DFHack's friendship plugin, though I hesitate to push more potentially unstable hacks onto the mod's players (are there even any besides you two?) Or perhaps they could be a layer linked civ, since I haven't used any of those and it seems natural they'd huddle underground. Either way I'd get a chance to play around with body definitions.

PS Is it possible to force a siege by an entity that doesn't actually have an in-world presence via Putnam's force plugin? Or one that doesn't have access to your fort/is otherwise friendly. (Or, at least, benign.)

oh I'm definately still playing! recently started a deathwatch campaign with some friends; and I just love the way your mod is made. it's done so right the omnissiah clearly smiles on this. ^^
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Ivan Issaccs on August 20, 2013, 11:24:03 am
I'll give it another go if all those broken reactions got fixed?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 20, 2013, 11:37:38 am
I'll give it another go if all those broken reactions got fixed?
All the ones I and everyone else could find, at least. There might be a few stragglers but it's otherwise completely serviceable.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Godlysockpuppet on August 20, 2013, 03:59:09 pm
Id love to help but I know next to nothing about the warhammer universe. How about marauding chaos marines? Perhaps go nuts and make the third cavern an alternate dimension full of unspeakable horrors or something? :)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Meph on August 20, 2013, 04:19:39 pm
Cavern lvl 1 => Caves overrun by tyranids
Cavern lvl 2 => Artificial Cavesystem build by Skaven/Hrud Base
Cavern lvl 3 => Craftworld Ruins :)
Magma-Lake => Nothing to do here.
Below => Chaos/Warp.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Carch on August 20, 2013, 04:46:14 pm
errm.. how do I gather promethium from a promethium morass. it used to be a clay collection zone, but no longer works that way?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Splint on August 20, 2013, 05:10:54 pm
errm.. how do I gather promethium from a promethium morass. it used to be a clay collection zone, but no longer works that way?

I was a little confused by this too.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 21, 2013, 05:57:04 am
Ehhh? According to a bunch of others, the prometheum collection zones didn't work in the first place. Are you claiming otherwise? It would be nice to track down exactly where the problems with that were so it works consistently for all persons, but for now you just take isomeric prometheum boulders to the kiln/chem lab.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Meph on August 21, 2013, 06:04:13 am
Its missing the [SOIL] tag, it only has [SOIL_OCEAN].

To be a clay that can be collected the inorganic must be SOIL_TEMPLATE, SOIL, and has :FIRED_MAT:something. The something can be anything you like, just the FIRED_MAT tag must be exactly like that.

EDIT: I think you would have a lot of fun with this: https://dl.dropboxusercontent.com/u/60111839/locilization%20patch.zip (https://dl.dropboxusercontent.com/u/60111839/locilization%20patch.zip)

It lets you rename any word in the stringdump of DF. So your hardcoded "collect clay" can become a "Collect Promethium", and the Kiln can be named a "Promethium Refinery"... and many, many more things. Its huge and I use it extensively in MasterworkDF. I replaced over 200 hardcoded strings by now.

Edit2: If I am not entirely clear, read this. (http://www.bay12forums.com/smf/index.php?topic=108721.msg4200414#msg4200414) That was my reaction when I first found it. :)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Carch on August 21, 2013, 06:19:25 am
check, adding soil tag to prometium morass allows it's collection as clay. just trying to figure out a way to get the world gen back to it's previous way without losing the soil tag.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 21, 2013, 06:22:22 am
Way ahead of you on the localization patch, Meph. I've already changed most of everything that needs changing, though some of the stuff that replaced references to the sun is still a bit wonky. (The lights are in the eastern ceiling should really be more like the lights are brightest in the east or something.) The problem with making it a soil layer is that it would be too abundant, when it's really meant to be a semi-rare resource, so the stone method is more in line with my original intentions.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Meph on August 21, 2013, 07:38:36 am
Yes, adding the soil tag means complete layers of it. I dont really know myself what to do with that function... I have two types of clay for stone/earthenware, dirt for cheap boulders that can be used as builtmats only, and peat, which can be compressed into a slow but limitless fuel source.

Dont really know if anything else is reasonable. Certainly not the rare 1-tile things I talked about earlier, the soil-layer thingy kind of kills that idea.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Carch on August 21, 2013, 07:56:43 am
maybe the special tag helps? I'm not sure what it does and the wiki isn't clear, but I suspect it prevents it from being generated as parts of layers.
I'll run some tests on that, but I'm not at all sure.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Meph on August 21, 2013, 08:26:29 am
No, the special tag only restricts it from embark and caravans. It will still occur naturally. Besides, it only works on metals, not all inorganics.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Carch on August 21, 2013, 10:11:43 am
oohh.. then.. I might have an idea....
make a special building called 'promethium derrick' and make it require the stone you get from mining a promethium morass tile. and make the promethium morass tiles only occur as 1-tile clusters inside isomeric promethium?
if you mark the stone as special you can't trade for it, so the balance would be preserved.
I know it's not.. ideal.. but.. it would allow you to keep the promethium morass as it was, and work more or less as intended.
or maybe make it a special stone that only occurs inside promethium morass clusters? then you can keep the original world gen almost completely intact.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: narhiril on August 21, 2013, 12:30:37 pm
I'm a devout lover of WH40k, so posting to follow :D
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Imperial Guardsman on August 21, 2013, 03:41:29 pm
Whats this green stuff i find myself unable to mine?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 21, 2013, 06:41:38 pm
oohh.. then.. I might have an idea....
make a special building called 'promethium derrick' and make it require the stone you get from mining a promethium morass tile. and make the promethium morass tiles only occur as 1-tile clusters inside isomeric promethium?
if you mark the stone as special you can't trade for it, so the balance would be preserved.
I know it's not.. ideal.. but.. it would allow you to keep the promethium morass as it was, and work more or less as intended.
or maybe make it a special stone that only occurs inside promethium morass clusters? then you can keep the original world gen almost completely intact.
This is a good idea. If I give the stone a small chance of getting spent in the reaction, it will also provide an incentive not to just milk a single boulder forever. Thank you, Carch. I'll be sure to add it in the next version, when I get around to releasing it. I've been spending way too much time working on other things lately.

(Speaking of, I might be running a Dark Heresy campaign come September. I'd ask anyone that is interested to please send me a PM.)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: TastyMints on August 21, 2013, 11:15:53 pm
Just popping in with some things for Suds:

I seem to be having difficulties producing a Metal Stamping Press even though I appear to have the appropriate components.

Within the Reloading Bench, the command to create pistol stubs is shared between stub pistols and autopistols. The both say "Pistol Stubs"

Also, I've done some reading and I noticed that Autoguns and Autopistols actually fire caseless ammunition. That is, the majority of the bullet is a shaped charge of propellant, rather than encased in brass. I could see autogun cartridges and autopistol stubs using extra propellant and no brass. This would also further differentiate firearm manufacturing into two different tiers, sure, but that might not be a bad thing. You mentioned changing power generation to more of a reactor-based method. If this is so, then having a chymistry intensive process for creating autogun/pistol/cannon rounds might give more structure to the progression of the mod.

Also I've been throwing around a few ideas in my noggin for a couple weeks. More on that later, I'll take a swing at doing it myself and submitting it for your approval rather than expecting you to cater to vague suggestions. ;)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Carch on August 22, 2013, 05:16:45 am
oohh.. then.. I might have an idea....
make a special building called 'promethium derrick' and make it require the stone you get from mining a promethium morass tile. and make the promethium morass tiles only occur as 1-tile clusters inside isomeric promethium?
if you mark the stone as special you can't trade for it, so the balance would be preserved.
I know it's not.. ideal.. but.. it would allow you to keep the promethium morass as it was, and work more or less as intended.
or maybe make it a special stone that only occurs inside promethium morass clusters? then you can keep the original world gen almost completely intact.
This is a good idea. If I give the stone a small chance of getting spent in the reaction, it will also provide an incentive not to just milk a single boulder forever. Thank you, Carch. I'll be sure to add it in the next version, when I get around to releasing it. I've been spending way too much time working on other things lately.

(Speaking of, I might be running a Dark Heresy campaign come September. I'd ask anyone that is interested to please send me a PM.)
wooo! I contributed to this awesome mod! XD

if you want, I can PM you the building I made as a concept for a 'prometheum derrick' and I already worked on adapting the prometheum morass so that it dropped a 'prometheum well sounding'.
my idea was that if you took the location of three promethium morass tiles*, you could work out the location of the sub-surface deposit they welled up from. but making it a non-infinite resource would work well too.


*which now only occur as single-tile deposits inside isomeric prometheum, since my reasoning was that you'd find isomeric promethium around a morass tile, and that could lead you to the location of the real deposit.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 22, 2013, 10:22:19 am
Just popping in with some things for Suds:

I seem to be having difficulties producing a Metal Stamping Press even though I appear to have the appropriate components.

Within the Reloading Bench, the command to create pistol stubs is shared between stub pistols and autopistols. The both say "Pistol Stubs"

Also, I've done some reading and I noticed that Autoguns and Autopistols actually fire caseless ammunition. That is, the majority of the bullet is a shaped charge of propellant, rather than encased in brass. I could see autogun cartridges and autopistol stubs using extra propellant and no brass. This would also further differentiate firearm manufacturing into two different tiers, sure, but that might not be a bad thing. You mentioned changing power generation to more of a reactor-based method. If this is so, then having a chymistry intensive process for creating autogun/pistol/cannon rounds might give more structure to the progression of the mod.

Also I've been throwing around a few ideas in my noggin for a couple weeks. More on that later, I'll take a swing at doing it myself and submitting it for your approval rather than expecting you to cater to vague suggestions. ;)
The stamping press is deprecated and not even supposed to be in there any more, the pistol stub thing is easily fixed, and I'm well aware that auto cartridges are supposed to be caseless. The problem is that when I called Heckler and Koch they wouldn't tell me what the binder for their caseless cartridges. I don't think you can make a solid little block of propellant out of nitrocellulose alone. Until someone can help me out with the science, I'm going to just assume that the hivers are as stupid as I am and have decided to rely on an older, more reliable form of cartridge assembly. Not that I'm against the idea by any stretch of the imagination, just need some data.

wooo! I contributed to this awesome mod! XD

if you want, I can PM you the building I made as a concept for a 'prometheum derrick' and I already worked on adapting the prometheum morass so that it dropped a 'prometheum well sounding'.
my idea was that if you took the location of three promethium morass tiles*, you could work out the location of the sub-surface deposit they welled up from. but making it a non-infinite resource would work well too.


*which now only occur as single-tile deposits inside isomeric prometheum, since my reasoning was that you'd find isomeric promethium around a morass tile, and that could lead you to the location of the real deposit.
Nah, I'm good. Thanks, though.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Carch on August 22, 2013, 11:10:06 am
actually.. nitrocellulose can be 'cast' into a specific shape by pressing it into a heated mold while underwater or suspended in a non-flammable oil.
the point that always seems a bit off to me is that caseless ammunition tends to require a very specific gun design so the firing chamber doesn't overheat and cook of the next round while it's being chambered (since normal guns eject most of this heat in the spent casing)
I always find it unlikely that with all the different patterns (as autoguns tend to be manufactured absolutely ANYWHERE, and require less tech then even a lasgun to make) around, everyone and their pet grox somehow managed to overcome the overheating problem. not to mention leakage around the back of the firing chamber without any adeptus mechanicus education in design.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Meph on August 22, 2013, 11:54:06 am
But ammo without a quiver (even renamed to cartidge) is impossible to mod into DF. Dwarves need to carry a quiver with their ammo. So have the reaction produce bullets, and use the quiver as cartride. Done.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: AutomataKittay on August 22, 2013, 11:59:38 am
The breech sealing problem was solved almost a century ago IRL, it just wasn't really worth it on anything smaller than an artillery. Caseless ammo might be relatively high tech to not cook off, but combustible casing's been used successfully on heavier guns. There're also handling issues and so on that makes cased ammunition a lot more practical and reliable than caseless or even separated charges. One of them would be fouling, caseless ammunition are a bit more 'dirty' for the breech and internal mechanisms, but that's not necessarily a game-stopper as M-16 showed.

Yeah, caseless weapons aren't difficult to make in principle, they're just not very good in automatic weapons because of cook-off issues and need more maintance for similar propellants. What they are good at are conserving materials normally used for casing and reducing weight of ammunition.

Alternatively, there're this thing about making the bullet itself a casing like such http://en.wikipedia.org/wiki/Rocket_Ball , which would technically be caseless!

And yes that's correct about nitrocellulose being castable, most solid propellants can be through some method or another. Some of earlier attempts at caseless used nitrocellulose on it's own.

Sorry for derailing! Just found it interesting to note a few things :D
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 22, 2013, 12:19:43 pm
But ammo without a quiver (even renamed to cartidge) is impossible to mod into DF. Dwarves need to carry a quiver with their ammo. So have the reaction produce bullets, and use the quiver as cartride. Done.
This is more a problem of realism and research rather than DF's limitations. We're talking about the casing part of firearms cartridges (which are often mistakenly referred to as bullets.) Most modern cartridges have a brass or steel casing which contains a primer (shock-sensitive explosive material) that is set off by the firing pin and in turn sets off the deflagration of the propellant (ie, gunpowder, typically a nitrocellulose-based material) which propels the bullet (the projectile) via the pressure generated by the expanding gases resulting from deflagration.

In the 40k lore, autoguns and autopistols use a caseless design where the casing is omitted. This theoretically reduces some problems (since you don't need to worry about extracting the spent casing, there's one less mechanical step which increases the reliability, and as you can have a better sealed design due to that, there are less openings for grime and dirt to get in) but leads to others (you need some way to contain all that pressure so that it's all directed towards propelling the bullet, you need to worry about overheating, since you don't have the hot casing to absorb heat and leave the firearm. Lastly, because these designs tend to generate a lot of heat, you need to worry about your casing-less cartridges getting so hot that they spontaneously fire or 'cook off' inside your magazine. H&K got around this problem somewhat by using a special propellant that will not deflagrate unless set off by temperatures significantly higher than those required by standard nitrocellulose-based formulations.)

As Carch and AutomataKittay described, the problems are a pretty major obstacle to making a practical caseless firearm, especially when you're dealing with a traditional cottage industry as depicted in this mod. This is especially so considering that most autoguns depicted in the setting are fairly similar in appearance to typical 20th century automatic rifles and therefore wouldn't have any built-in solutions to the cooking-off and overheating problems. So I'm left to assume that the firearms are indeed typical 20th century designs but the ammunition is significantly different, and that whilst any bumblefuck hiver can bang together an autogun using hand tools and junk steel, the majority of hivers either use bought caseless cartridges which come from established ammunition factories or make their own cased cartridges with the same dimensions. I'm sure, of course, that nobody working for Games Workshop in any capacity gave this problem any thought since it appears that nobody in that company knows the first thing about science or engineering (as the depleted deuterium bolter shell debacle illustrates.)

Of course, if someone could devise a good semi-feasible method to manufacture caseless cartridges in-game I'll be sure to put it in as a nod to the setting. Though at this point it feels as if the current manufacturing method for ammunition is complicated enough as it is.

Sorry for derailing! Just found it interesting to note a few things :D
Don't worry about it. This kind of discussion is great.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: TastyMints on August 22, 2013, 05:21:49 pm
The stamping press is deprecated and not even supposed to be in there any more, the pistol stub thing is easily fixed, and I'm well aware that auto cartridges are supposed to be caseless. The problem is that when I called Heckler and Koch they wouldn't tell me what the binder for their caseless cartridges. I don't think you can make a solid little block of propellant out of nitrocellulose alone. Until someone can help me out with the science, I'm going to just assume that the hivers are as stupid as I am and have decided to rely on an older, more reliable form of cartridge assembly. Not that I'm against the idea by any stretch of the imagination, just need some data.

Sorry about the stamping press thing then, but do note that the cartridge factory requires a metal stamping press to be built, thus invalidating the workshop.

On the note of the binding agents and propellant blocks, I highly doubt you'll get anybody to cough up proprietary research, especially chemical research, on a binding agent meant to be completely dissolved or expelled by the reaction of the propellant combusting. That's the sort of thing that businesses and even governments guard extremely closely.

However, binding agents come in two forms: Gum-based binders which are made from plants, and Glue binders made from animal parts. It wouldn't be too far of a stretch to add another material to chymistry manufactured from, say, plants or trees. I was looking around for some interesting plants that might be easily addable to the existing plants and came up with something called a Konjac (http://en.wikipedia.org/wiki/Konjac) that looks pretty unique and could be one of the plants that was cross-bred to survive in the Underhive. Its root bulbs consist of 40% glucomannan gum which could be used by itself or processed with another industry product (like lime milk) in order to create the binding agent you need.

Spoiler (click to show/hide)

So here's an idea process: Allow lime milk (http://en.wikipedia.org/wiki/Limewater) to be dried into Calcium Hydroxide (http://en.wikipedia.org/wiki/Calcium_hydroxide) in the Chymistry industry, and mix it with Konjac gum in order to create a binding agent item used in place of brass for autogun cartridges. The binding agent itself does not remain a liquid/viscous consistency, but is polymorphed (http://en.wikipedia.org/wiki/Polymorphism_(materials_science)) into a crystalline structure (Aragonite (http://en.wikipedia.org/wiki/Aragonite), or Calcium Carbonate) that attaches the propellant block to the bullet with a substance that will easily break apart and dissolve during the firing reaction. The reaction from Calcium Hydroxide to Calcium Carbonate is as simple as adding Carbon Dioxide, which I am sure is readily available in the polluted Underhive's atmosphere.

I'm sure, of course, that nobody working for Games Workshop in any capacity gave this problem any thought since it appears that nobody in that company knows the first thing about science or engineering (as the depleted deuterium bolter shell debacle illustrates.)

You're more right than you might think. As far as Games Workshop is concerned, Specialist Games like Necromunda don't matter to them anymore. If you look at their site, they're even dropping the miniature catalogs.

Though at this point it feels as if the current manufacturing method for ammunition is complicated enough as it is.

I thought something similar, but when I realized that I usually bum-rush the production of shotguns and seeing their extreme efficacy in dealing with the threats my fortress has on a regular basis I would recommend rearranging the firepower of weapons. In my opinion, something that differentiates the production methods of shotguns from autoweapons like which resources are more intensive for their creation works, but they have to have actual advantages to building them that match the change in cost.

As it stands, shotguns are crazy strong. Recently a a Malcedon Spyrer appeared in my fortress.

Spoiler (click to show/hide)

I also notice that in the raws, shotshells are listed as having "EDGE" token variable. It may be prudent to change this to "BLUNT" as for some reason I do not think a shotgun blowing the leg off of a spyrer while axes bounce off of his armor as how this was intended to go down.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 22, 2013, 06:50:18 pm
Sorry about the stamping press thing then, but do note that the cartridge factory requires a metal stamping press to be built, thus invalidating the workshop.
Oh! Thanks for that, I nearly forgot that. I'll be sure to keep it in for workshop purposes.

-snip-
SCIENCE AND INNOVATION
Man, thanks a bunch for all that. You can be certain that's going in the next version.

I thought something similar, but when I realized that I usually bum-rush the production of shotguns and seeing their extreme efficacy in dealing with the threats my fortress has on a regular basis I would recommend rearranging the firepower of weapons. In my opinion, something that differentiates the production methods of shotguns from autoweapons like which resources are more intensive for their creation works, but they have to have actual advantages to building them that match the change in cost.

As it stands, shotguns are crazy strong. Recently a a Malcedon Spyrer appeared in my fortress...
To be fair, the shotgun is king in Necromunda. And those are ferrum axes, though I'm not sure if steel can penetrate Spyrer armour either. I think it does. The values are hard to get right.
I certainly didn't intend shotguns to outpace all the other ranged weapons, however. What I wanted was for them to be highly effective against unarmoured targets (capable of blowing off limbs) but unable to penetrate any kind of armour above ferrum. Considering the absurd values I use to simulate the effects of firearms, it's been difficult getting the values so there's still a noticeable difference between them whilst still having all the guns remain properly lethal. I'll have to do some more tedious arena testing, but I'll try to re-jigger them so that there is more of a benefit for building auto weapons.

PS Did that malcadon actually use his hide ability and web shooting as he is intended to? I haven't had a visit yet so I couldn't check if it was fine in fortress mode.

PPS (Also, I didn't actually call H&K. I can't even afford their guns, and I think even their customer service department would turn up their noses at me.)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: TastyMints on August 22, 2013, 07:04:33 pm
Oh! Thanks for that, I nearly forgot that. I'll be sure to keep it in for workshop purposes.

You are very welcome.

Man, thanks a bunch for all that. You can be certain that's going in the next version.

If making a new plant doesn't strike your fancy, or if you'd prefer someone else shoulder a bit of the burden, I would be willing to make the Konjac and its byproducts for you. I had something in mind like milling the Konjacs into powdered corms and buds, so the buds could be replanted and the powdered corms could be made into either food products (jelly, flour) or into plant gum for autocartridge manufacturing.

To be fair, the shotgun is king in Necromunda. And those are ferrum axes, though I'm not sure if steel can penetrate Spyrer armour either. I think it does. The values are hard to get right.
I certainly didn't intend shotguns to outpace all the other ranged weapons, however. What I wanted was for them to be highly effective against unarmoured targets (capable of blowing off limbs) but unable to penetrate any kind of armour above ferrum. Considering the absurd values I use to simulate the effects of firearms, it's been difficult getting the values so there's still a noticeable difference between them whilst still having all the guns remain properly lethal. I'll have to do some more tedious arena testing, but I'll try to re-jigger them so that there is more of a benefit for building auto weapons.

That's very good to hear, thank you.

PS Did that malcadon actually use his hide ability and web shooting as he is intended to? I haven't had a visit yet so I couldn't check if it was fine in fortress mode.

She did indeed use her web shooting ability. Luckily for me she farted her webs in an off-direction rather than directly into the center of my militia. That might have turned out much worse. Or maybe not, since I always keep my fortresses protected with a wall lined with fortifications that is always manned with at least two hivers with shotguns over the gate.

Her hide ability gave me An Ambush! Curse Them! time stops for some time. She would use it every so often and created a puff of smoke and that message. Eventually I got tired of watching her run around after she murdered a ratskin caravan and decided to put her down.

I traded her Mono Blade to Guilders for a metric boat load of supplies, bulk shotshell crates, a fuel rod, and a chain weapon crate.

PPS (Also, I didn't actually call H&K. I can't even afford their guns, and I think even their customer service department would turn up their noses at me.)

I tend to be gullible sometimes.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 22, 2013, 08:12:08 pm
Wait, was it female? They're supposed to be all male. Did you modify the Spyrers so they can breed? Also, was it properly (as in charging towards the shortest path to your hivers) aggressive? I'm thinking the [AMBUSHPREDATOR] tag might cause problems with that.

As for the offer to help out, I appreciate it, but I'd rather get in there myself so I don't start forgetting more of exactly what is in the raws. What I'd appreciate more is if you kept playing and reporting bugs, since I don't have much time to do that myself.

Also, you can turn off the pausing on ambushes through the announcments.txt file in your init folder. Then again, you might not want to.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: TastyMints on August 22, 2013, 08:38:11 pm
Wait, was it female? They're supposed to be all male. Did you modify the Spyrers so they can breed? Also, was it properly (as in charging towards the shortest path to your hivers) aggressive? I'm thinking the [AMBUSHPREDATOR] tag might cause problems with that.

As for the offer to help out, I appreciate it, but I'd rather get in there myself so I don't start forgetting more of exactly what is in the raws. What I'd appreciate more is if you kept playing and reporting bugs, since I don't have much time to do that myself.

Also, you can turn off the pausing on ambushes through the announcments.txt file in your init folder. Then again, you might not want to.

It may simply be my memory getting mixed up or having accidentally viewed one of the ratskins the Spyrer was slaughtering. I suppose I can't double check at this point, but I'll keep an eye out next time. Edit: It pretty much makes a B-line for any kind of entity related creature. I have a drawbridge set-up that allows me to completely shut off access to my settlement, so the Spyrer just wandered around for a time. When I opened my gate and massed my militia it came straight for them.

As for the help discussion, that's fair enough and I understand. I'll spend the time that I would have otherwise spent on cobbling together raws on playing the game.

On that note: I get a lot of Giant Raft Spider megabeasts. Though some of the problems I have with Megabeasts and Sieges may simply stem from my location. I'm not sure. I'm hesitant to generate a new world and build a whole new fortress to see when I've already established a working settlement.

Edit 2: I take back what I said about sieges and eventfulness. Ambush parties of Scavvies and Scalies just showed up near my gates. Poor Farmer Jubeo, he never had a chance.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Meph on August 23, 2013, 01:20:31 am
The force script seems to always force ambushes if a civ has the AMBUSHER tag. Even if they theoratically could send sieges, the script only spawns ambushes. At least thats my experience, from several hundrets of goblin ambushes I spawned.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Jaso11111 on August 27, 2013, 09:04:47 am
Wow i finally got around to trying the gun system in the mod and...
Well lets say that im pretty sure that there are Khornate demons that are more friendly that this. Thats not to say its bad on the on the contrary its quite good! But i have too admit im happy that i dont have to into complex steps for gun making in my mod :P
God i love Ork tech...
Anyway i actually have a question: I noticed that you say that some of the guns have varying rates of fire. How did you do that? Is there a value i can tinker too change that?
Cheers :)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Meph on August 27, 2013, 09:13:57 am
Weapons are fired as soon as the last fired ammo hits a target. The higher the velocity of the ammo, the shorter the time till it hits something, the shorter the time till a dwarf fires again. In short: raise the velocity.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 27, 2013, 07:08:24 pm
The other method I used is weight. Higher weight = slower firing. Also, I think that velocity thing was quietly changed at some point. After some point, no matter what the velocity was I couldn't go back to the crossbow machine guns of the versions before the military update. Here's to hoping the next version increases ranged weapon modding options.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Godlysockpuppet on August 28, 2013, 01:42:46 am
Can't you use that localization patch to rename quivers bandoliers or something? ???
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on August 28, 2013, 09:37:49 am
I already did. Are you playing an older version or something?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Godlysockpuppet on August 28, 2013, 04:32:09 pm
I already did. Are you playing an older version or something?
No it just occurred to me. I dont even have a computer at the moment. This is on my phone :)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Baijiu on September 21, 2013, 11:43:39 am
This mod is great but just one teensy request... could you do what Meph did for his mod and organize the buildings menu? It's too cluttered at the moment!

Also: all vermin are converted into rat burgers, which is kinda odd when cockroaches go in and rat meat comes out. What's wrong with simple vermin meat/burgers instead?

And it might just be me but Orlock traders don't leave the map, even after meeting with the right representative and displaying item demand for the next visit. I have two so far that are hanging out on the southern border and I don't know what to do with them. They should eventually go crazy right?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on September 21, 2013, 05:25:04 pm
This mod is great but just one teensy request... could you do what Meph did for his mod and organize the buildings menu? It's too cluttered at the moment!

Also: all vermin are converted into rat burgers, which is kinda odd when cockroaches go in and rat meat comes out. What's wrong with simple vermin meat/burgers instead?

And it might just be me but Orlock traders don't leave the map, even after meeting with the right representative and displaying item demand for the next visit. I have two so far that are hanging out on the southern border and I don't know what to do with them. They should eventually go crazy right?
On that first point, I don't know how. If I did, I would totally do it.

Regarding rat burgers, I figure it's an euphemism. Like roof rabbit. Plus, rat burger is just plain catchier than generic vermin meat burger. Don't know what's up with the traders, though. Has anyone else run into this?

Man, I feel kinda bad for getting sidetracked by other things and not updating this.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Putnam on September 21, 2013, 05:35:10 pm
He does it by adding buildings that do nothing with names like ==RELIGION==.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Meph on September 21, 2013, 07:29:01 pm
The buildings are loaded in the order they appear in the raws. So you sort them by category in the building.txts. Its easiest if all the building are in one file, or at least one file for workshops and one for furnaces.

In between you put, as Putnam mentioned, a building without reactions, skills or buildmats, with the category title as name. Since people can still build them, you can either give them impossible buildmats (to stop it), or like I do: Make them spell out the word when build. This way player can write the categories next to the workshops, for example "Metalworks" in their smithing area. :) Its very simple to set up.

Same system I use for the ingame reactions-helps.
REACTION:SKILL_HELP_STONECRAFTER
NAME:======= SKILL STONECRAFTING ========
BUILDING:STONECRAFTERS_SHOP:NONE

That way people can see which skill is used in which custom building. You can even do it in buildings that have reactions with several skills.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on September 21, 2013, 11:36:57 pm
Huh, that's neat. Thank you very much for the info. I'll be sure to put that in if I ever get around to releasing an update.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: chalicier on October 12, 2013, 02:17:26 pm
Just checking in after a long time distracted by other things.

I added the inorganic_underhive_weather, but now I have the slight problem of... well, exploding dust. If they pick up storm dust (or, apparently, ash rain) from anywhere, they no longer so easily get the flu, but they instead keep blasting off waves of dust as they move around. I'm guessing the boiling point change means it goes off the same way other gases do. And they seem to be able to catch the exploding dust from one another, too.

It's really more hilarious than troublesome right now, though - hivers and dogs and sligs all wandering about and blowing up at intervals  :D
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on October 14, 2013, 08:50:02 am
That is very strange. I've never seen that happen in any of my settlements, and I'm just using the version up there for download. Did you try a clean download? Is anyone else seeing this?

In other news, I still need to get around to making a new version. Gonna make plascrete into a flux stone to make steel-making a bit more accessible and put in a new way to make hydrogen, in addition to attempting to make autoguns and autopistols more of an upgrade over stubguns and shotguns beyond the increased ammo capacity. I'm also gonna add in mutants as a layer-linked civ and a few new creatures, most of which are rather nasty. It's gonna happen any day now, I promise.

Does anybody know how to reduce the number of immigrant children? I've had more than one settlement fail because I get an incredibly high number of immigrant children and all the useless juves eat up all the food because they spend all day in the dining room and get the first pick for food. I once tried stuffing them all into a concentration camp for children, but that just led to a tantrum spiral which destroyed the settlement. I didn't see that coming; I don't know why they got so pissy over that.

In another case, I had a Jakara Spyrer attack coincide with a siege by the local Sorceror of Nurgle and his horde of zombies. She single-handedly slew every member of the zombie horde and then proceeded to take on the Sorceror himself, slaying him effortlessly. I'm thinking Spyrers might be a bit OP, but she did have hundreds of kills accrued during worldgen.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Splint on October 14, 2013, 02:39:39 pm
Could always reduce the child age to something like 6-8. AFter all, nobody likes freeloaders who are big enough to use an autogun or work a drill.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on October 14, 2013, 08:25:54 pm
Ideally, I'd like to avoid having 6-year-olds marry and procreate. The adulthood ages are already 12 for boys and 14 for girls.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Splint on October 14, 2013, 11:45:30 pm
Ideally, I'd like to avoid having 6-year-olds marry and procreate. The adulthood ages are already 12 for boys and 14 for girls.

Why the hell is it higher for girls? They aren't any more special than anyone else and that makes them even more of a resource problem.

I'm looking at this from a gameplay point though, hence my comment. It's either lower the "working/fighting" age or cheat with DT to make them earn that food their wasting. Otherwise they'll continue to be worthless and literally of no use to the settlement other than being locked in 1x1 closets and then having their remains autodumped somewhere out of the way.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on October 15, 2013, 02:30:38 am
Just for sanity's sake. 14 seems like the absolute lower end of the range where one could reasonably expect to carry a pregnancy to term. Males might reach puberty and potential fertility later, but their bodies wouldn't receive as much strain from reproduction so they get a free pass for that one. Cheating sounds good, actually. Is there some way to do it automagically so that individual players don't have to bother with setting it up?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Splint on October 15, 2013, 02:41:40 am
None that I know of. One would have to manually enable it each time unless it sort of lingers afterwards. I'll also add I have observed that at the very least playable critters need to be minimum full size first. I've had fairly young dwarves childless until they were older (and presumably larger.) May have just been coincidence/hallucination though.

I think I may start a community game with this mod after I finish with Bridgestreams, but for the sake of convenience I'm going to lower the fighting age to 8 and just stick a gun in their hands and keep them from making babies until they're in their mid-teens through constant "this is how to properly smash a thug's face with your shotgun" drills. I just don't like the imposition being imposed on resources simply because the game has a cerebral hemorrhage when it comes to reproduction being possible when one is working age, though of course they need to be married first.

I'd also like to know how to re-enable the regular forge (Because I'm a oblivious to something obvious I'm sure) so I can re-enable moods relatively safely. I am the honorable sort and will of course lock the thing up otherwise.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Putnam on October 15, 2013, 02:43:05 am
You could always have pregnancies automatically terminate with DFHack if the mother is below the age of 14.

That's kinda morbid though...

But this is Warhammer, and you don't really need to inform the user.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on October 15, 2013, 08:13:05 am
I at least hope that, in future versions, Toady will simulate infant mortality during worldgen. Admittedly that's pretty low on my DF wishlist. Maybe put an option to let kids do adult work less efficiently.

None that I know of. One would have to manually enable it each time unless it sort of lingers afterwards. I'll also add I have observed that at the very least playable critters need to be minimum full size first. I've had fairly young dwarves childless until they were older (and presumably larger.) May have just been coincidence/hallucination though.

I think I may start a community game with this mod after I finish with Bridgestreams, but for the sake of convenience I'm going to lower the fighting age to 8 and just stick a gun in their hands and keep them from making babies until they're in their mid-teens through constant "this is how to properly smash a thug's face with your shotgun" drills. I just don't like the imposition being imposed on resources simply because the game has a cerebral hemorrhage when it comes to reproduction being possible when one is working age, though of course they need to be married first.

I'd also like to know how to re-enable the regular forge (Because I'm a oblivious to something obvious I'm sure) so I can re-enable moods relatively safely. I am the honorable sort and will of course lock the thing up otherwise.

All you have to do is put anvils back in the hiver entity file under the allowed items.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Splint on October 15, 2013, 04:26:29 pm
Called it, something obvious and I feel stupid.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Splint on October 16, 2013, 07:43:33 pm
I have to say it, well done with the cult leaders. Quite sneaky of you.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on October 16, 2013, 08:15:15 pm
Did you get one? Please tell me they're working as intended.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Splint on October 16, 2013, 08:19:03 pm
As my dead furnace operator can attest, I believe they are. They're intended to just go after people during drink shortages right? Because until that happened I wasn't aware of any "unseemly" elements in my settlement.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on October 16, 2013, 08:41:00 pm
No, they just act like normal vampires and they slowly convert others to their cause. Be wary though, 'cause once their numbers reach critical mass some fun stuff will happen if the cult leader is still alive.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Splint on October 16, 2013, 08:43:30 pm
Actually, curescheck doesn't detect them and they've only stuck my citizens for blood when there was a shortage of purified water and no river water to drink (due to our "river" being frozen.) I caught him the second time and made him faceplant on a door and left him to rot in a little cell.

He's dead now.

And I'm guessing cultist insurgency?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on October 16, 2013, 09:10:33 pm
That's interesting. I suppose they don't drink blood if there's alternatives around. I might have to bite the bullet and give them Meph's conditional NO_DRINK since that's not what I intended at all. It would also explain why I haven't been seeing any of them in testing.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Splint on October 16, 2013, 09:37:45 pm
Why? If anything that's actually better. It made me hyper paranoid of everyone who'd recently arrived because it's so sudden, and because they drink, eat, and sleep like a normal person would and don't show up on cursecheck, they're very difficult to root out using the normal methods. I only caught him through a combination of luck (spotted him going after a miner and locked the door in his face,) and inspecting his deities. Plus it allows them to suffer a fitting end for turning their back on the Emprah (Starvation/dehydration.)

I say their fine as is unless feeding is required for them to gather more cultists, which seems odd honestly since vanilla vamps can't really spread that way what with the whole "99% of their victims die" thing. Basically, you only catch them if they slip up or decide to go to the dark gods for staving of dehydration.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on October 16, 2013, 10:32:46 pm
Mainly because letting the penalty for letting a cult grow large enough is so big that I don't want it to happen without some sort of warning, especially since cultists at first show no signs of being anything but a normal human. By actually having them kill stuff, you get to know that they're there and that you should take action. They'll still eat, drink, sleep and starve; the only difference now will be that they will go off to kill someone once or twice a year.

I don't want the sort of situation where half the people in your fort are dead, your food stocks are taken over by armed cultists and it all happened without you even knowing there was a cult around. Don't worry, though, I'm not gonna make them like vanilla vamps.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Splint on October 16, 2013, 10:35:50 pm
Mainly because letting the penalty for letting a cult grow large enough is so big that I don't want it to happen without some sort of warning, especially since cultists at first show no signs of being anything but a normal human. By actually having them kill stuff, you get to know that they're there and that you should take action. They'll still eat, drink, sleep and starve; the only difference now will be that they will go off to kill someone once or twice a year.

I don't want the sort of situation where half the people in your fort are dead, your food stocks are taken over by armed cultists and it all happened without you even knowing there was a cult around. Don't worry, though, I'm not gonna make them like vanilla vamps.

Oddly enough I would welcome such a challenge, but I guess starvation as penance works too.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on October 16, 2013, 10:43:24 pm
I want the Call of Duty audience.

Actually, I think I can reach a reasonable compromise with this, by making the rank and file cultists the only ones who regularly attack people. The leader and the inner circle will still try to lay low unless they're forced to play their hands early. That way it clues you in to the fact that something's happening without revealing the main culprits.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Splint on October 16, 2013, 10:47:03 pm
.... I am very much interested in this now.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Splint on October 17, 2013, 07:21:06 am
I have learned two things about this mod recently. 1 is bayonets are surprisingly effective at killing FBs. 2 however is that said bayonet armed men don't win fights against rockcrete block walls when said warp-spawned abomination grabs them by their head and flings them.

Also, I finally got to use the firearms and in this version of it you weren't kidding; 2-4 center mass shotgun slugs will put most scavvies down through sheer blood loss. Much improved over what the rifles did in the old mod (chip bones but fail to kill anything reliably.)

EDIT: Also there's a minor conflict with the Expedition Leader and Bookkeeper having the same duties. A caravan Boss got pissed because my leader was busy keeping books while the bookkeeper was also keeping books. I've since fixed this.

EDIT II: These autoguns are awesome now. Just beat back a pit slave attack with five autogunners and two shotgunners. If I had tried that with a vanilla crossbow team they would have all been slaughtered. Only guy who died was the one idiot who forgot to bring his shotgun. Well done. Not sure why the pit slaves need to bother with weapons unless it was to stop them from all showing up with pistols. They did a fine job of killing that guy and a guilder merc without them.

Unlike last time I fired this up and consistently got crap embarks, now that I've actually gotten a  good one I can safely say that this mod is excellent and much much more approachable and friendly to the typical player (the fact that rockcrete isn't needed for every little thing now is a major bonus.) Trying to pick a fight with anything larger than a ripperjack will still result in near instant death without a proper weapon, or at least a mining drill though (poor bastard never had a chance against that giant rat,) and plague zombies can and will rip your autogunners to tiny bits if 2+ catch them alone and they don't have the armor to stop the bite-shake combo.


Also I knew bolters would be costly but damn! I could probably buy a dozen autoguns and ammo for them for that price!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Suds Zimmerman on October 18, 2013, 06:45:36 am
In addition to fiddling with the cultists, I've also gone and nerfed the first tier of firearms. Shotguns and stub pistols are still just as deadly against unarmoured targets, but they'll now be defeated by steel armour. So they'll still be very effective against wildlife and scavvies, but you'll want autoguns and autopistols if you're dealing with heavily armoured enemies. Additionally, I'll be changing the method for making autoweapon cartridges to the one proposed by TastyMints. They'll use a binder made from deviltongue gum and lime milk in place of brass. They'll still need fuel in addition to two agricultural products, so making stubs and shotshells should still be simpler assuming you have the cuprum and spelter on-site.

Also, yeah, since they get ranged weapons the melee weapons are there to reduce the chances of guns appearing to be more in line with the other enemy civs, even though that seems to make them hesitant to use their obviously superiour implanted weaponry.

All that's left to do is to make the mutants and their entity as well as graphics for the mutants and the new creatures. I got a nasty cold in the meantime so I don't know how long that'll take, and I've got a midterm today too. Yay.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
Post by: Splint on October 18, 2013, 07:21:52 am
Well crap. Every time I see "limemilk" I end up realizing I'll probably neglect that industry. Hell I've been ignoring cave spores completly; hardloaves,  dead animals, and vermin have done a much better job of feeding my citizens than that has. I had to forbid the damned things because I kept forgetting to have them leached when I was growing them. The "Hiver Mcdumbass cancels do stuff: Ate a raw cave spore" spam got annoying after a while.

Lot of bad memories associated with that particular extract and cave spores actually...

And careful about nerfing things. So far the ranged weapons are actually worth while to go through the effort to get except for the stub guns. Hell even the name sounds pathetic and as worthless as they are; can't even hurt a wolf spider with those wastes of resources.

EDIT: When I thought toxic rubble caused instant lung cancer, I didn't know it actually rotted the lungs. I dunno why I started laughing at that but damn my lust for junk clusters hidden in diggable toxic gunk. I think that crap consigned my miners to an early lung-roty grave.

Well done.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.6
Post by: Suds Zimmerman on October 20, 2013, 05:20:13 pm
New update! I think I've fixed most of the outstanding bugs in the last section, though there might be a few stragglers. Should be nothing game-breaking at least. I've implemented TastyMints' proposed rehaul of autogun and autopistol cartridge manufcature, added in new creatures to populate evil biomes and I've made regular cultists more aggressive. There's also a new mutant outcast civ which work mostly like the kobolds of yore. Regular melee weapons should be much more effective now - I was pretty disappointed when all the vanilla greatsword did was bruise fat. All of them are pretty scary now, but chainswords and unique spyrer weapons are still outright better.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.6
Post by: Splint on October 20, 2013, 05:23:19 pm
Yay! NOw once I familiarize myself with this I can begin my plans.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.6
Post by: Suds Zimmerman on October 20, 2013, 06:58:30 pm
It appears that due to a pair of typos that have been around since Emperor knows when, neither the powered Electrolytic Shrine and the Chymical Laboratorium could be built. I need to change each of the plugin entity files to fix this, but I'll be releasing a fixed version shortly.

Also, 300th post. Yay.

EDIT: It's fixed. Please notify me of any further bugs or mistakes on my part.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Etherdrinker on October 21, 2013, 04:09:17 am
To make traction bench needs traction bench? than it needs traction bench ?o.O

Also will like some more documentation cause basically I need check every building for figure out where I should use some stuff.

The indestructible wall are like that forever? no special tool for destroy then?

Also how rare is find wood, making some stuff that only is done from wood is pretty silly imo, por exampe exist a lot of rock than could be used as containers or other stuff.

Keep doing this good work, love WH40k universe!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on October 21, 2013, 05:13:07 am
Wood can find found growing around bodies of water on the "surface" (ponds of any size, rivers, lake shores.) And the hive supports are made from something only gravity was able to even hurt. So there's no way to get by them except to find a way to get around them. I do agree, documentation on some of this stuff would be helpful though. Took a bit of trial and error to figure out what I needed or where something was made.

Anyway, there's an alternative to making beds and gun furniture in the form of bone (for the gun furniture) and cloth/ cloth and metal bars if you didn't see them. Of course with the latter's case it's only really practical if you got an absurdly lucky embark and have metal to spare.

Also, I thought of something regarding making rust. Why not use the scavenged junk blocks for that instead of ferrum or steel? It seems like there'd be a lot of rust clinging to that stuff and if you're finding/bringing in a large amount of junk piles you can potentially have a lot of them sitting around.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Etherdrinker on October 21, 2013, 06:11:45 am
Actually "Scavenged blocks" were not common in one of my most long games till now, like 5 blocks plus some random stuff and the best thing was an steel armor.

Unless you are talking about something for sure I don´t even aware than exist cause the documentation gap. I can´t do most of the stuff because I dunno where they are should farmed. Was trying to create a sledge hammer with no luck and and trew it away and begin other game. And this time it was for purchase (other games were not in the embark to buy). I will like to chat more, but right now I should go offline for sometime. Cause I want some explanations.

You mention other optional bed I never was aware of, or for sure was red in my games. the latter thing, I can´t even create the workshop so I dunno. After thinking I was getting too bad luck all my embarks with no wood till realize all world lacks of wood. So no way to create charcoal, beds and barrels at the same time. Plus wheelbarrows, minecarts (for Q.Stockpiling).

I really need that documentation.

Laters all guys... need to rest from my 24 hour job turn...
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on October 21, 2013, 06:59:20 am
You probably forgot to bring a toolkit. You need hand tools to build the, I wanna say reclaimator shop, to start digging through junk piles. Or to build the hiver/craftsman forges, which is where you make your weapons.

And in the craftsman shop there's three bed options besides making them from wood: Make  hammock (needs some cloth; not sure how many.) Make ferrum cot (needs bolt of cloth and possibly one or two ferrum bars,) and make steel cot. The metal beds produce two cots, and the latter can be handy for helping boost bedroom values for your house leader and adminstratum scribe.

Also, don't be afraid to use DFhack's reveal to find things. It's fairly difficult to figure out what's where or at least if your building plans will be screwed up by hive ash or old hive supports/remains.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Suds Zimmerman on October 21, 2013, 09:37:25 am
To make traction bench needs traction bench? than it needs traction bench ?o.O

The traction bench is unchanged from vanilla. I don't think it can even be changed. You build it at the mechanic's workshop. It takes rope and a bed or a table or something.

Also, I thought of something regarding making rust. Why not use the scavenged junk blocks for that instead of ferrum or steel? It seems like there'd be a lot of rust clinging to that stuff and if you're finding/bringing in a large amount of junk piles you can potentially have a lot of them sitting around.

That's a pretty good idea. Main drawback is that I don't want to tie up bags whenever junk is salvaged. I can totally see turning junk piles into rust, but why would you even do that? You may as well be burning money.

Actually "Scavenged blocks" were not common in one of my most long games till now, like 5 blocks plus some random stuff and the best thing was an steel armor.

Unless you are talking about something for sure I don´t even aware than exist cause the documentation gap. I can´t do most of the stuff because I dunno where they are should farmed. Was trying to create a sledge hammer with no luck and and trew it away and begin other game. And this time it was for purchase (other games were not in the embark to buy). I will like to chat more, but right now I should go offline for sometime. Cause I want some explanations.

You mention other optional bed I never was aware of, or for sure was red in my games. the latter thing, I can´t even create the workshop so I dunno. After thinking I was getting too bad luck all my embarks with no wood till realize all world lacks of wood. So no way to create charcoal, beds and barrels at the same time. Plus wheelbarrows, minecarts (for Q.Stockpiling).

I really need that documentation.

Laters all guys... need to rest from my 24 hour job turn...

I advise you read the OP carefully. It will tell you what the most important new workshops do and what the plants are used for. In addition, there are two guides by both Chalicier and myself spoilered in the OP. You can see what you need to build any workshop or item by selecting the option in red.

To build a sledgehammer you need to use the hiver forge, which requires hand tools. Hand tools need to be bought as toolkits under the tool section on embark, or crafted at the craftsman forge. To actually build the sledgehammer you need one or two bars of weapons-grade metal and a log.

If something doesn't appear as an option at embark, it's because you don't have enough points to buy it. Get rid of some crap and try again. This is unchanged from vanilla.

As for wood, all you really need it for is barrels in the early game. You can make rock and metal drums later. If you really need it, trade for it. It is meant to be scarce; this is by design.

I'm probably never going to make a guide to how to make every item in the game, but I'll likely make a guide to setting up the basic essential industries later on. Kids these days. Back in my day, you started playing dwarf fortress blind. There wasn't any wiki or dwarf therapists or illustrated video guide for newbies. You either went in there and made your fortress learning everything as you went, or saw your people go down in a terrible spiral of fire and tantrums, seeing everything you've nourished and loved come undone by the callous hand of fate.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on October 21, 2013, 09:45:13 am
Hey now, my only real help was the old tutorial fort for 31.25. Nothing quite like realizing you forgot seeds or forgot that thing you read about flour needing to be cooked to be useful when your people are dropping dead from starvation...
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Etherdrinker on October 21, 2013, 03:41:43 pm
I really sorry is I was not clear(my grammar issues).

But I am not writing this observations just because I trying to do bitchy complains, I ve playing Dwarf Fortress even from Vanilla for quite time, no tileset or fancy addons, all plain vanilla. But the only thing I was using a wiki all the time, the normal difficult of the game, even with documentation, is still up.

I know my post was not than complete about what I was doing, believe me, I read the op before post. Check the 2 mini guides. But I lost 2 early embark before I realize It need few rubble rocks for insta-build the water still workshop. And Yeah I used to get materials easily, not the case of Necromunda.

Even from my first embark I get this.
Fuelbar (the one for the Still)
The boxes for bottles
The Tool box
Some barrels
All seeds (even in all games, mod, vanilla, etc I ever hold all possible seeds,mostly underground ones)
5 Rubble stones <---- Not mentioned in the miniguides and those are USEFUL
Food
Groxes
Sliths
(get temporal dyslexia and forgot to save for sledgehammer, then I forgot and Ignored it and this was a vital tool)

1r Embark, was lurking in the river for some wood. And a group of jellyfishes kills 2 settlers (the lumberjack, and 1 herbalist).
threw it away.

2 embark, unlucky about digging and I could not find simple rubble or a suitable spot for a underground base (because the unmineable blocks everywhere). Get caught in a dust storm, them after a group of spider and a random wild grox kills some of my settlers.

3 Embark find a good place to dig a base, plenty of metals and some stones I don´t know for what are used for. Plenty of a good livestock, sliths reproduce, Groxes too. No food issues, still was trying to make farms with no luck because the soil are rocky, planning an irrigation channel with a pump for make muddy plots. The immigrants begin to come in waves. In some point of the game, lost the sight of the missing barrels than were used for store food, and no for the water...till it was too late all settler were thirsty.
Get annoyed by a noob mistake and just quit it for a fresh start again.

Right now I gonna recheck again my starting embark points and get all the important, for a fast settlement.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on October 21, 2013, 04:01:31 pm
Clearly English isn't your first language. I'll try my best to answer some of this stuff.

The sledgehammer isn't strictly necessary. It's a highly useful item to have but you don't need one on embark unless you plan on using it to beat local wildlife to death with it. The only shop that needs it is the breaker station.

Embark on caves or along mountain ranges for stone/ores. Everything grows both above and below ground everywhere so that's not much of an issue. That's what I did and aside from habitual head injuries due to neglecting helmets for a lot of my troops early on, I've had a very successful settlement. If all else fails, you can level the cave for stone.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Etherdrinker on October 21, 2013, 04:22:51 pm
Not necessary but imo, pumping the ore yield is like a must for me.

They can grow up and underground, but the farm plots can´t be build in all terrains.

The unmineable blocks are in that way forever? I was thinking like "indestructible? maybe I get explosives or something or a better drill.

Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on October 21, 2013, 04:34:14 pm
If you stick with House Orlock, the ore yields are acceptable without the breaker station. And yes, the undiggable stuff is that way permanently. You can mod your own copy of the mod to remove the undiggable flags from hive supports and hive ash (the soil) but the game becomes stupidly easy.

The farm plots can't be grown on unmuddied stone. If you want to grow things underground you need to find the abandoned colony domes (caverns) and grow stuff there or irrigate a stone room. Otherwise you'll have to stick to the "surface" for growing things.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Suds Zimmerman on October 21, 2013, 04:44:20 pm
Even if you don't get a sledgehammer on embark, you only need to smelt one or two chunks of ferrous slag and one chunk of carbon waste in order to build it yourself. That's not all that much lost in the long term.

If you want to make sure you have access to the underground, embark on a cave (boulder symbol on the embark map, most of them are accessible from the surface.) You'll also get access to silk and you can just wall it off to prevent your fort from being swarmed by underground beasties and plague zombies.

It's also a good idea to restrict barrels to only your water stockpile and always make sure you have enough bottles to keep your still running. I've had it happen more than once that I forgot to keep track of my bottles and my fort died of dehydration and tantruming before I could get make some more. Of course, it probably wasn't going to make it either way.

EDIT: Lately, my adventurers have been having less luck than usual. One of them got ambushed by a Delaque gang, the leader of which had a Plasma Gun. He got hit and was only saved by being able to jump into a river. After a few minutes of stumbling around in the dark trying to find where he was shooting from, he bashed my unfortunate adventurer in the head with his weapon, killing him.

The second one didn't even have a chance. The Delaques just jumped him while he slept and beat him to death.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Etherdrinker on October 21, 2013, 05:20:21 pm
Thanks for the responses (some stuff just forget because today we have DFhack with a lot of plug ins and helps with a plenty of things) and to Suds for the mod.

I will really want to see more and more of this mod.

Is there a future of have a slithly introduction of Imperial Guards? like for some reason they are send for protect the sector, warp demons, Necron tombs, Eldar ambushes the posibilities...!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Suds Zimmerman on October 21, 2013, 05:37:32 pm
Imperial Guard wouldn't be suited to DF, imo, since there's not a way to get las-weapons working in a way that makes sense atm. I was thinking of making a spinoff mod at some point where you play as Orks, and the main antagonists would be Planetary Defense Forces (which are like guardsmen but more expendable.) I might just go and make an entirely separate Gorkamorka mod for that, though, if I find the time.

As for the other beasties, they're too much for Hivers to handle. They can barely fight illiterate gangers with melee weapons and conventional firearms; Necrons and Eldar would be too much for them. Even the enforcers I originally meant to include were too game-breaking (mainly because they were nearly impossible to kill and if you did manage to kill them you'd be getting loads of carapace armour for free.) If I add anything more, it's going to be the kind of stuff you'd see in the Necromunda tabletop game and its supplements.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on October 21, 2013, 05:40:07 pm
There's a way to get laser bolts to not stick around after firing if they fail to kill someone, I'm sure. Then we could import nice expensive lasguns (though not boltgun expensive lasguns)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Etherdrinker on October 21, 2013, 06:08:17 pm
I  understand it need a lot of hassle for be feasible, the underhivers are the most low tier of "humans" in this dimension. I read somewhere if you wan create a "quick" shooter like weapon, it should need more speed (correct me if I am wrong).

Actually the Necromunda part of the universe, I don´t know that much, cause I was glued to PCgames of WH40k, a reading from miniaturegame codex for those armies plus the basic manual.

Having some in mind like a pretty tunned down little ambush groups, than comes in this mod.

My ideas are:
Necrons: We all know how powerful are this race, but a underpower unit for them are logical in some points, like a dysfunction in the regenerative metal they have, malfunction-crumbled crypt. We all know about those possibilities than comes in the supplements. You can´t loot then easily because the vanishing technology they have for avoid reverse engineering their weapons. Even with a underpower moding, they can be a late game foe.

Imperial Guards: At the start I was seeing then like small force than could be summoned by a expensive way, maybe resources or maybe because you settlement please a lot the Emperor, and depends how much you are pleasing the Empire, you get better chances they help you in some raids. About Las-Weapons, talk with Mep or Putnam about if they are posible (if you don´t do it already), and depends how they looks in the practice, you can tunned it up or down or remove it. (experimentation)
Edit: Las-weapons not all the time should be like the elite ones than are in the core of Imperial Army, thy could be a less quality one, salvaged, looted from an old-old battle in that zone.

Eldars: A bit like Necron suggestion, in this case we all know they tend to appear sometimes in small groups to raid Necrons or just as scouts. Again other posible late game enemies if this mod goes more far. For sure we will have a better weaponry to fight in some equality way.


You can try ask to Putnam, or Mep probably other of many good modders that are here if some stuff are possible via, DF hack.

Sorry if I sound like is "easy" and I know is not, also, is your time. Just I want to see a mod in this kin of universe than could be big as MWDF.

EDIT: The DFhack included inside this mod, is compatible with the falconne´s plug in pack?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Suds Zimmerman on October 21, 2013, 08:27:43 pm
With a little bit of work, it is. Just add

Code: [Select]
autofixhandedness start
autoSyndrome enable
itemsyndrome enable
fix/growthbug enable

to the end of dfhack.init

If you don't, some stuff won't work right.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Etherdrinker on October 21, 2013, 09:32:41 pm
Code: [Select]
######################################################
# Underhive stuff, various                                                                               #
######################################################
autofixhandedness start
autoSyndrome enable
itemsyndrome enable
fix/growthbug enable

Guess is ok already :3

EDIT:

Lurking the plugins I ve partially adding some keybinds from MWDF than helps a lot here too.
Code: [Select]
######################################################
# Custom, Keybinds                                   #
######################################################
keybinding add Ctrl-V digv
keybinding add Alt-P copystock
keybinding add Ctrl-D job-duplicate
keybinding add Ctrl-U unit-info-viewer
keybinding add Alt-A@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workshop-job
keybinding add Alt-W@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workflow
keybinding add Alt-W@overallstatus "gui/workflow status"
keybinding add Shift-B@pet/List/Unit "gui/autobutcher"
keybinding add Ctrl-Shift-N gui/rename
keybinding add Ctrl-Shift-T "gui/rename unit-profession"

"digv" Helps a lot in Underhive, because is for avoid the toxic veins by just pressing Control+V in mine mode, you will designate the whole vein to mine, and not just the common Square.

Also I added Mouse query using falconne´s plug in pack.

EDIT 2:
Non-critical, but Plagued Zombies have trouble breathing? I guess creatures are still WIP
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Morrigi on October 22, 2013, 04:39:25 am
You know what would be awesome?

This + Masterwork.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Etherdrinker on October 22, 2013, 05:48:09 am
Would like to see a big one mod as MWDF with this universe. But will need a ton of help for do this. Mostly designing the races.

Now I need a DT version for this mod xd
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on October 22, 2013, 05:51:21 am
Just for the record Etherdrinker, since you mentioned the zombies having trouble breathing, anything with lungs will still have trouble breathing if its lungs are damaged. Doesn't seem to do much but piss them off though.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Etherdrinker on October 22, 2013, 06:30:28 am
I know, the creatures are made from various templates, body parts etc. So I just think they can be done more resistant vs attacks like for example, Golems they can´t die from bleeding.

Also, I just delete a long game than I can say was "successful", my food never runs out and potable liquids. But I get some troubles trying to define jobs. And lurking and lurking in items to make some stuff. I lobotomized a settler without know it.

The scrap stuff are pretty useful for get random stuff, was trying to make metalworks workshop, but it was asking "firesafe anvil" and I can´t find one, unless it have other name here.

How I can make stop the settlers eat poisonous spores?

I find the confusion about the barrels, I was thinking "Drums" were the musical Drum and not the "container drum", they drums can store just fine liquids inside, but they don´t store food for some reason.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on October 22, 2013, 06:36:43 am
Stop growing them and forbid the others. Bitter moss and meal fungus are much better alternatives.

The anvil is disabled and by extension the metalsmith's forge. This was done for balance reasons. If you want metal items/weapons, you need a set of hand tools for the relevant shops.

If memory serves, the hiver forge, both lathes, and many other workshops require them. They can be bought in toolkits on embark and unloaded at the receiving bay or if you already have a craftsman's forge you can make them yourself from steel or possibly ferrum.

The craftsman forge requires hand tools also.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Suds Zimmerman on October 22, 2013, 11:28:58 am
Honestly, cave spores are kind of vestigial at this point. Abregado and Destroid added them because in the original mod, all the food crops required processing, but civs wouldn't process them in worldgen and they would all die off. With bitter moss filling that role, they don't really have a purpose any more. I guess I could make them grow near-instantly in order to make them worth the hassle. One trick you could do is use burrows to ensure that only cooks assigned to spore leaching and a few haulers have access to the stockpile.

EDIT 2:
Non-critical, but Plagued Zombies have trouble breathing? I guess creatures are still WIP

That's intended. It's because the plague zombies you see wandering around the overworld and in caverns aren't strictly magical. They just have a disease that makes their flesh rot and makes them want to eat people. They still need their organs to live. The ones that Sorcerors of Nurgle bring along are totally magical, though.

You know what would be awesome?

This + Masterwork.

I've actually never played many mods aside from this and Kobold Camp. (And some miscellaneous stuff like one of the orc mods for the older versions.) What sort of features that are in Masterwork would you like to see in this? I'll put them on my to-do list.

Also, I've been wanting to add a water-bearing plant that can be processed in the manner of vanilla at the still so that civs get tricked into bringing barrels of water with their caravans. I'm going to give it an incredibly long growdur so as to prevent it from being farmed in Fortress Mode and, ideally, I'd like to prevent it having seeds so as to avoid cluttering up settlements and misleading players on the embark screen - will this prevent civs from using it? I'm asking just in case anyone knows, so I can avoid wasting time on testing it out.

Gonna upload an illustrated guide to industry soon for those who want their hands held. Maybe DSP will LP my mod.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on October 22, 2013, 12:10:38 pm
Dunno about a water plant. The ratskins will probably be the ones to bring the stuff from it, since they seem to operate much like the elves of Vanilla. I did have something in mind though after picking through some Necromunda related stuff.

Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Suds Zimmerman on October 22, 2013, 03:04:06 pm
The water plant is just there to trick civs into bringing in the purified water they're supposed to have anyway. The evil biome thing is a good idea, I hadn't thought of using plants like that. I'll see what I can do.

Also, I've posted a guide to industry in the OP. I hope it's illuminating.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on October 22, 2013, 03:15:37 pm
I thought something to entice one to settle such areas and viciously pick over the toxic ponds and "river" edges would be good. Otherwise there's really no reason to embark there except for some slightly different things to try and kill you. Would it be wise to settle there given the various... things in these extra nasty places? Not really. Would it be profitable? If luck is on your side, hell yes!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Etherdrinker on October 22, 2013, 05:36:49 pm
The water plant is just there to trick civs into bringing in the purified water they're supposed to have anyway. The evil biome thing is a good idea, I hadn't thought of using plants like that. I'll see what I can do.

Also, I've posted a guide to industry in the OP. I hope it's illuminating.

About the visual guide is pretty neat, thanks for the work you put in it. I am getting more and more the trick about the mod.

May I ask about the lore than explain about the unminable blocks? I assume "Dome" and "supports" are from an ancient fully construct planet that are mentioned in WH40k codexes about Hive Planets, or Forgeworlds used by the Adeptus Mechanicus?

For Evil biomes, they should have a nasty environment, like radiation (use for rad vest), Acid Rain (will make nasty damage in the living outside), river of hi toxicity waste. The Seasons should show other fun  stuff. I have plenty of ideas but first would be nice if you feel like do in it, and we can try talk in a chat or something.

All this things can create a ton of gameplay and fun. The embark spot should have a temporary "safe zone", like be surrounded by decaying defensive blocks, or some kind of spot the radiation don´t reach but the settlers should risk anyways for survive in the long term.

Of course, this biome will hold most nasty possible creatures than can resist or not resist the changes, the rewards here should be hi for be in such dangerous place. The traders should come with suits for resist coming in that place. But still they will need you have a better suitable spot for their safety.

Not sure how feasible is create an toxic air like zones or a whole map in toxic environment.

About the MW features, is like a bit the thing I add with the plug ins, plus the diversity of it. You can check the OP from the actual MW and know what is inside the game without playing than much, all is in the Manual/op.

Also Masterwork have a cool feature than is the GUI than help you to choose the gameplay you want, and let you choose in a friend user way, the race you want to play.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Suds Zimmerman on October 22, 2013, 06:52:04 pm
Most of your suggestions aren't practical to implement. The radiation storms are already in, however, as are the protective suits.

Necromunda is indeed a Hive World. This mod is set in its lowest levels, called the Underhive. If you want to learn more about the setting, check out the rulebook (http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2360785a_m1330042_Necromunda_Rulebook.pdf). The fluff starts on page 59. It's a pretty cool game that not nearly enough people play.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on October 22, 2013, 06:56:14 pm
Was gonna reply but Suds ninja'd me with a much simpler response. And honestly I'd like to get into it (and 40k in general,) but as they say, "Crack is Cheaper" with that hobby. Plus I'd only have one guy who'd actually be interested in playing it and we have no proper terrain or anything.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Etherdrinker on October 22, 2013, 07:20:41 pm
Yes... a ton of drug is more cheap than miniature hobbies...

Well Suds I will never know if I don´t ask.
But after read an "old post" where Mep was talking about morphing creatures, a stuff about boiling rocks and "gas", a underground danger comes to my mind.
Is posible (?) to create underground fumes than exhaled "resources" or danger, depends of the idea you get to. I also was thinking in miasma when the idea comes to me. A kind of gas than is stable and used in a industry. With the possibility of create yourself a artificial way to create this "pool" of waste than make this gas.

The fancy an possible the impractical way is creating a soil or block than send gas sprites (seeing the miasma example).

Or a liquid.

Then sorry is sounds impractical but I just brainstorming for see is there are possibilities, than could create a more memorable mod and possible interesting gameplays.

What? GW letting a book for free? Heresy!

Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on October 22, 2013, 07:27:52 pm
More getting the minis for the games than anything. I already got a PDF of the Necromunda rulebook and know where I can get a 40 rulebook cheap, though I dunno what edition they are.

And if you're referring to dangerous mining, it depends on where you dig. In masterwork, trying to mine most forms of warpstone and either major coal ores was pretty much telling your miners to commit suicide. Here, that green stuff (toxic rubble; not sure about polluted halite,) is a death sentence without respirators or rad suits.

And as far as morphing creatures you may have been thinking of changelings.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Etherdrinker on October 22, 2013, 07:55:01 pm
For sure, I don´t think is the last edition. Cheap books maybe be the old ones. At leas in the last edition they boost the Necrons, cause the old ones were too weak vs all the mobility from other races. You were based too much in the luck to win all or most of the autorepair saves, then the enemy got a bad streak of lose the soaking / dodge hits or saving few shots/hits.

About dangerous veins from MW, you forgot say about the Metalwraiths than are hidden inside the valuable metals like cobalt, Gold. That feature are going to be removed because is a massive un-fun early fort destroyer. You can´t do exploratory digging without the risk of hitting an dangerous vein, the wraiths strip nake your miner then, he mutilates a part from it, then proceed to cripple it. after than he is not match for a metal body with his bare hands. The injured dwarves or corpse attracts other dwarves and proceeded to get killed by one metal wraith, result = gg fort destroyed.

Is not easy to balance a game as Dwarf fortress.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on October 22, 2013, 08:05:07 pm
I'm more inclined to play the Guard or Orks more than anything, but to each their own if you play the zombie robots.

Those metal wraith things must've been a new addition. Never encountered them, but then I tended to import most of my ores and fuel.

Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Etherdrinker on October 22, 2013, 08:33:54 pm
Zombie robots hehe, Well the lore of those just catches me, the one most old race from the galaxy than comes to punish the childish un-mature races. Also have the most advanced technology. I also like Tyranids, seconded by Emperial Guards and well  the overpowered Space Marines.

 But the two firs ones are my preferred one all the times, Ork make me laugh everytime is a fun army. I have an Ork avatar and an gretching avatar in Second Life.

Edit: Lobotomized Settlers will give bad thought to their family? and if they are turned into "livestock" they will lose the ability to hold armor and weapons?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Suds Zimmerman on October 23, 2013, 09:33:38 am
What are you talking about? Do you mean Servitors? You need to use the proper names for things as they are written if you want people to understand you.

If you mean Servitors, the answer is I don't know to the first part and yes to the second part. They have implanted weapons of their own, like the pit slaves. Their families don't matter, those guys are probably useless assholes anyway.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Suds Zimmerman on October 31, 2013, 11:50:50 pm
Well, I've been doing a lot of playtesting and I've found quite a few bugs, mistakes and other nasty stuff. Among them, carapace and flak helmets didn't actually stop bullets (which I found out when one of my gangers caught a bullet to the dome that ventilated him despite his armour, much to my consternation.) This will be fixed in the new version. A mistake in the medical supply crates' reaction also caused them to spawn a FPS-destroyingly massive amount of thread, cloth and soap. This is fixed. Beyond that, I think I actually have most of the issues fixed now (though I can't count how many times I've said that before.) Raft Spiders also proved a bit less threatening than I would have liked, so they have been replaced with a slightly nastier critter. I've also successfully tricked the trading civs into bringing barrels of water along with their caravans, which should alleviate some thirst-related woes, albeit for a fairly hefty price.

I'll also be streamlining some aspects of production that caused problems due to how stockpiles work (for example, I'll probably have the reaction for producing wood spirits take wood directly rather than charcoal, since you can't control what type of coal gets stockpiled.) I'l also put in some new reactions that should make it possible for settlements without a refinery to produce prometheum (albeit far more laboriously) and buffing the refinery slightly to compensate. I've also finally gotten around to fixing the colours for doors and other stuff made from stone and hopefully metal barrels and such. I can't seem to fix the issues with stockpiling tools due to that being hardcoded, and the game seems a bit finicky about what tools the game will recognize (in some instances, workshops refused to use unstockpiled tools that aren't on the same z-level.) One annoying thing is that scavvies will wear silk clothing despite not having the [SUBTERRANEAN_CLOTHING] tag, probably because they have [USE_CAVE_ANIMALS]. Whilst I don't like it, I'd like it less if they couldn't bring Scalies and Plague Zombies, so it's a necessary evil. (Although I haven't had a proper scavvy siege yet. They sent out a snatcher once and a group of ambushers later. The latter ran towards the gate with scrap weapons and got lit up before they could do anything more than kill a couple of dogs. After that it's been pit slaves all the way down, interrupting all the guilder caravans.)

On the topic of guilders, is there any way to make a civ allow trade requests like the old vanilla humans did? Although the trade roulette makes guilder caravans pretty exciting to see, I was considering allowing players to order some of that nice stuff, accepting the possibility that it'll be decorated and marked-up to the point where it's impossible to afford. On the topic of nice stuff, all the carapace flutes and other stuff the guilders bring bugs me, although I do want them to bring loose bits of carapace armour. If I remove [IS_METAL] from the carapace material, will that prevent them from bringing and using carapace armour or cause any problems with stockpiling? I'd test it manually but that would entail genning a new world and playing until a guilder caravan comes.

The one thing that's been outright baffling me is a strange bug that results in a bunch of nearby items being moved to the site of a finished deconstruction job. I thought that perhaps it might have been related to DFHack but I seem to recall it happening in older versions that didn't use DFHack, as well. Does anybody have any experience with this?

To anyone that is still somehow playing this, I apologize for my shoddy workmanship and thank you for bearing with me. Let's keep our fingers crossed for a bug-free release this coming whenever.

PS: Another thing I've noticed playing is that food seems really easy to get now. I've gotten massive piles of meat just from my militia wrecking various fauna that venture too close, to the point where I've been able to farm grave cotton exclusively in lieu of food crops. I don't even buy food. Then again, this test settlement had a population cap in place that I kept increasing in proportion to my food stocks, so it may just be a case of not being swamped with immigrants being easy mode.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: Splint on November 01, 2013, 12:08:59 am
There's a huge supply of meat due to the size of the critters. Can't have big biological creatures without them supplying lots of edible or almost edible goodies when butchered unless you make them inedible (which doesn't make sense since these people'll probably eat anything short of toxic sludge.)

The item teleport bug is present in normal DF, and DFHack has a thing that fixes it. It'll probably be taken care of in the next release though. And I believe they need something akin to the outpost liaison position.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.8
Post by: Suds Zimmerman on November 02, 2013, 10:32:53 pm
I've uploaded the new version which should fix all of the issues I've found so far, less the Carapace thing. Also switched the non-prepackaged versions over to Mediafire because I am tired of dealing with Filesmelt's outages. Give it a try.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.9
Post by: Suds Zimmerman on November 03, 2013, 01:14:10 am
Well, I knew I was forgetting something. Luckily nobody downloaded the last version before I caught on. I've released 1.5.9 which makes it so that buying prometheum rather than extracting it on-site should be appropriately costly now, and, most importantly, hivers can finally build pumps. I have no idea why Abregado and Destroid removed them from the original version in the first place. Pumps are the definition of fun.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.9
Post by: Liber celi on November 03, 2013, 04:00:26 am
Well, now somebody downloaded it. I really hope I find the time to get a fort running.

a mistake in the medical supply crates' reaction also caused them to spawn a FPS-destroyingly massive amount of thread, cloth and soap. This is fixed.
Ha! Take that, ancient bug! Or, identical twin of an ancient bug.

Raft Spiders also proved a bit less threatening than I would have liked, so they have been replaced with a slightly nastier critter.
I feel the kind of curiosity that kills forts...

One annoying thing is that scavvies will wear silk clothing despite not having the [SUBTERRANEAN_CLOTHING] tag, probably because they have [USE_CAVE_ANIMALS].
Well, maybe they are very fashionable scavvies.

To anyone that is still somehow playing this, I apologize for my shoddy workmanship and thank you for bearing with me. Let's keep our fingers crossed for a bug-free release this coming whenever.
This is my favourite mod, so there is really no reason to thank me. Thank you.

PS: Another thing I've noticed playing is that food seems really easy to get now. I've gotten massive piles of meat just from my militia wrecking various fauna that venture too close, to the point where I've been able to farm grave cotton exclusively in lieu of food crops.
Hmm. What would happen if you reduce the size of absolutely everything(yes, including Hivers, pets and Megabeasts) by 75-90% ?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.9
Post by: Suds Zimmerman on November 03, 2013, 05:40:37 am
If I were to do that, I think that weapons would become so deadly that even a little dagger might regularly cause bodies to be cut in half. Still, it'd be an interesting experiment. I'll try it out some day and see what comes of it.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.9
Post by: Splint on November 03, 2013, 06:02:18 am
Things are fine as is. Migrant/pop cap management is basically the key to food supply success with this mod it seems. Water is of course a whole different story...
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
Post by: chalicier on November 03, 2013, 10:08:54 am
PS: Another thing I've noticed playing is that food seems really easy to get now. I've gotten massive piles of meat just from my militia wrecking various fauna that venture too close, to the point where I've been able to farm grave cotton exclusively in lieu of food crops. I don't even buy food. Then again, this test settlement had a population cap in place that I kept increasing in proportion to my food stocks, so it may just be a case of not being swamped with immigrants being easy mode.

The 1.5.5 Save of Exploding Ganger Doom I mentioned had maaaaaajor problems with food, mainly down to unexpectedly massive migrant waves just before winter. We were actually clear of rat and roach corpses at one point, believe it or not, as my livestock had died from a bad case of vent lurker to the face some time earlier. I was praying for a wild grox or croak hound to wander by, and in the end it was only putting together some autogun rounds that saved them (because my hunter then had enough range to take down some Bloodflies, which landed near my butcher's shop and got turned into delicious insect cutlets).

Gonna do a fresh download of the latest version and see how things have gone  :)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.9
Post by: Suds Zimmerman on November 05, 2013, 10:22:36 am
Well, my last fort ended in a terrible tragedy, mostly due to hubris and inattentiveness on my part. I'd embarked in a fairly cold climate and the above-ground water was frozen for most of the year. We had ample food stocks and plentiful supplies of ammunition, and I'd managed to set up a small chemical industry. The main problem, however, was that gangers would not infrequently become wounded as a result of skirmishes with pit slaves and redemptionists, and the lack of water meant that even a relatively minor wound was likely to end up fatal. There was a source of water in the caverns, but several forgotten beasts and packs of plague zombies stood between the fort and the water. The plan was to wait and outfit the militia with carapace armour before sending them against the FBs, but when one of my rising stars got wounded, I jumped ahead of schedule with disastrous results.

The initial breach and assault into the caverns actually went fairly well - all the FBs dead with only two casualties. One of them was the Gang Leader, survived by his wife and daughter. His youngest son, formerly a ganger in his father's squad, got shot by a pit slave and died due to dehydration a few years prior. The other was a green ganger who I had just impressed into the service. It was a tightly-knit settlement and the gangers had a lot of friends, so the people were upset by the casualties, but I figured that the benefit of having water for the wounded year-round was worth the deaths of our noble fighters. I was sure that my plan ended in a victory, so I'm certain you can imagine my surprise when I was hit by an ambush notification. You see, a little while earlier there was an ambush by a redemptionist group. Though easily repelled, they did kill my watchdogs, and I happened to forget to chain up some new ones after the fact. Their friends took advantage of this lapse in security to have another go at it.

They were already inside the walls by the time I was notified, and I rapidly scrambled the gangers to repel the threat. The redemptionists had two pistoliers and a flamer along with some flagellants and spearmen. To their credit, the militia made it as quickly as possible, but by then the redemptionists had already set a few people on fire as well as setting the whole settlement ablaze. This alone wasn't enough to cause serious problems, but the relocation of the militia from the caverns to the gate allowed the plague zombies into the fort. They too were dispatched, but the additional deaths from the redemptionists and the zombies were enough to drive everyone over the edge.

I'm sure you know how it goes when that happens; people punching each other, running around babbling, refusing to eat and drink. It got ugly. Some of the gangers went berserk and started shooting, but the forces of order won that fight. By the very end, aside from a bunch of children and civilians, the only person that was in a sound state of mind was a 65-year-old ganger by the name of Rectus. He wasn't even unhappy. When I looked at his preferences, I noted that he absolutely detests redemptionists. At least he had a good reason, now. A few scavvies tried to attack the settlement as it was crumbling but, funnily enough, they managed to screw up even with a lone senior citizen as their only opposition, wandering into the grox pen and getting stampeded to death.

When it was down to just Rectus and a few civvies, I abandoned, letting them go off to start new lives somewhere with less crazy religious types and horrors from the deep.

Here's how it looked a little while before the end.

Spoiler (click to show/hide)

In the course of all this, I learned that some of the traded schematics are still wonky as hell. I bought some plasma lathe blueprints from the Guilders but they would only unpack into Separator blueprints, so I assume that the trade item is misnamed. Other than that, everything seems to work as intended, though I can think of a few minor improvements. Also, I noticed that the game makes a lot more sense with weather off. Dust storms still happen, but there's no rain or snow that doesn't make sense. I should also do something with the carapace bars that the guilders bring, since at the moment buying them is a trap. Maybe put in a reaction to attempt to turn a few of them into a moulded plate.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: Suds Zimmerman on November 06, 2013, 08:32:16 am
Another day, another new version. I think I fixed all of the issues I found in the course of my previous playthrough. Something I forgot to note in the changelog is that the price of silk has increased so you can better justify braving the caverns. Also, domestic production of carapace should be twice as efficient now, and all the Hiver civs should bring guards along with their caravans. I still can't figure out how to stop the Guilders from bringing along carapace crafts and trade goods. Hivers bring flak, but no flak crates or crafts - is it perhaps because it lacks [ITEMS_ARMOR]?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: Etherdrinker on November 06, 2013, 11:30:16 am
Right now downloading.

You check the Plasma Smelter Bug?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: Suds Zimmerman on November 06, 2013, 11:53:15 am
I wasn't aware of any. What do you mean? If you mean the misnamed blueprint, that should be fixed.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: Etherdrinker on November 06, 2013, 12:26:33 pm
I remember 1.5.7, you cannot smelt anything because it was saying " No smeltable materials or no access to Fuel".

It was a typo in about an BP_Smelter or something like that, that was avoiding the Plasma Furnace reads the smeltable materials.

EDIT: Lucky I still have the screenshot showing the bug

Spoiler (click to show/hide)


Proof I have materials to smelt.
Spoiler (click to show/hide)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: Suds Zimmerman on November 06, 2013, 12:39:40 pm
You should have posted about that. If you did, I'm sorry I didn't make note of it. I'm not gonna release a whole new version, but here (http://www.mediafire.com/?wb3l6pr4aatoo0d) is a fixed raw. Just plop it down in raw/objects. It should be save-compatible, too.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: Etherdrinker on November 06, 2013, 12:54:49 pm
Well because you was doing a play testing, as some posts ago you was mentioning.

I assumed "for sure he will notice the Plasma is not working". Cause this furnace is a "must" like the magma furnaces in vanilla or any other mod.

About the trading thing, you try checking if the trade wares can be defined? I am doing my own mod, but I am just defined the beta creatures, and I was a total  newbie about modding (just start when I check the plasma bug).

I trying to define a practical way to don´t let all creatures use any weapon or armor, or if they can use it, avoid to be cheap or exploitable.

Also I trying to figure out a way to my weapons don´t let behind globs-materials-etc in the floor, because the 95% of the creatures are ranged.

Right now the only way to manage it is using a external help like projectileExpansion.

For fps issues, and for lore sake (a lot of weapons are energy based and have no sense they left behind "plasma globs" or stuff like that).
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: Suds Zimmerman on November 08, 2013, 07:35:58 pm
Well, it looks like my usage of inorganics to do certain things has led to unforeseen side effects.

(http://i.imgur.com/glPDERD.png)

I'm thinking I should just disable forgotten beasts to avoid further such embarrassing incidents. Do they really add anything to the game? In my experience, they're either laughably weak or terribly unfair. I could always add some other infrequent beasties to the lower levels. I'd like to hear your opinions on this.

In other news, new fort, new round of playtesting. I noticed some problems with the still in 1.6.0 which I've fixed; if I manage to test out everything and I find no further stuff that needs be addressed, I'll put up a new version with the fixed plasma smelter and still. As always, please keep me up to date on any issues you encounter as you play. Since I've snatched a breeding pair of wolf spiders, I've been thinking of letting them breed in-fort and receive training as war animals. (Since, being sight-based hunters, they're probably going to be as intelligent as dogs, at least.) I'm thinking spider roe should be a thing as well.

Also, if you've been playing the latest version you may have noticed that there's actually fish in surface pools now. Sludge trawlers should be a mite more useful now.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: Putnam on November 09, 2013, 05:47:16 am
That's hilarious and you should keep it.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: Suds Zimmerman on November 09, 2013, 09:29:53 pm
The issue isn't so much our friend made of hopeful words and symbols, but rather that the game will generate a FB made from carapace or flak that will be literally indestructible and totally restrict access to the cavern layer. I'll probably disable them to avoid that outcome.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: ArchAIngel on November 10, 2013, 01:23:37 pm
The issue isn't so much our friend made of hopeful words and symbols, but rather that the game will generate a FB made from carapace or flak that will be literally indestructible and totally restrict access to the cavern layer. I'll probably disable them to avoid that outcome.
Or what I just got, the support stuff. That is invulnerable, and annoying. Just caved in on it.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: Splint on November 10, 2013, 01:34:41 pm
Wouldn't bolter rounds tear right through flak and carapace material? Certainly seems to do that when it's in use by Guardsmen...
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: Suds Zimmerman on November 10, 2013, 01:46:07 pm
Bolter rounds can and do tear through pretty much anything, but I imagine they might have trouble with a creature composed entirely of the inorganic material. In any case, I'll take them out of the next release and maybe see about putting in a fair replacement. It's not gonna happen very soon, though, as I'm currently procrastinating on writing a research paper and I've got another that I've yet to start procrastinating on.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: Splint on November 10, 2013, 02:09:56 pm
There's always cave ins to deal with such things, as annoying as it is.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: Meph on November 11, 2013, 11:21:28 am
Add SPECIAL to the material, it should help... or have you ever seen a ADAMANTINE forgotten beast? I think it only works on metals though... not sure. I do have these weird FBs as well, usually from evaporating materials.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
Post by: ArchAIngel on November 11, 2013, 01:43:38 pm
Add SPECIAL to the material, it should help... or have you ever seen a ADAMANTINE forgotten beast? I think it only works on metals though... not sure. I do have these weird FBs as well, usually from evaporating materials.
Adamantine FB? Seen that. Hard to kill. Annoying. Got itself killed. Poison breath.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on November 13, 2013, 01:02:32 pm
Well, turns out it's actually not possible to disable Forgotten Beasts through conventional means. Nonetheless, I've released a new update which should fix the plasma smelter. I can confirm on a balance of probabilities that the other custom workshops are working fine. Guilders should now no longer bring along crates made of carapace, although their bodyguards will be weaker as a consequence (and you won't get free carapace armour when they manage to get themselves killed anyway.) They'll also bring loose gold bars in addition to golden items, silk and other precious things. Hivers can now bring assorted mechanical parts crates, which should be helpful if you need motors for industry and mini-servos for chain weapons.

Forgot to mention, but giant spiders are now trainable and breedable within fortress mode. They should make good watchdogs or hunters.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: milo christiansen on November 14, 2013, 11:12:17 am
I think if you remove (or was it remove all but the first tag?) all the RCP body parts, you will not get any randome creatures at all, which AFAIK is just FBs and titans.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Meph on November 14, 2013, 11:24:20 am
I think if you remove (or was it remove all but the first tag?) all the RCP body parts, you will not get any randome creatures at all, which AFAIK is just FBs and titans.
Demons. Werebeasts. FBs. Titans.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: milo christiansen on November 14, 2013, 11:34:45 am
Ah forgot those two, but if you want som anyway just define some.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on November 14, 2013, 03:06:39 pm
Well, I tried that, but that just seems to make the game crash on worldgen. I read a thread about jiggering around the tissues to prevent FB generation and having the game substitute the first creatures in the raws. I'll play around and see if I can make it work properly.

I'm also going to probably add in some other new creatures, since the officially sourced critters are mostly predators and the bottom of the food chain in the Underhive is pretty lonely at the moment. I suppose the various rats eat the fungus and vermin and are in turn hunted by spiders, croak hounds, pit things and maw-flukes? It seems like some herbivores would be helpful. I don't think rats and humans alone could support those populations. If anyone wants to design some pleasuible herbivores or creatures that subsist exclusively on small vermin, I'd appreciate that. Help me fill out the ecosystem and such.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: stormcry0 on November 18, 2013, 07:15:30 pm
I'm back >___<

Man! I've been missing this mod so much! I finally finished and hand in my degree's work and all my other real life related duties.

I left the forums ashamed, knowing that I should had worked a lot more, but my thesis couldn't wait so I had to. But now I have a lot more knoledge and ALL the armok damn time in the world.

I want to help as much as possible.

For the time being, I can help with the creatures (and maybe new plants?)

Here's the flora & fauna I know exist in necromunda, from comic, rulebook or wiki:

Fauna:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

For megabeast you can start with the ur'ghuls
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1930050a_99800112010_UrGhul01_873x627.jpg

well, that's pretty much it, if you need more info, cant find it or anything, just call, I want to redeem myself from leaving the mod.

see you later
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on November 22, 2013, 12:57:10 am
I'm finally out of midterm hell. If anyone has some suggestions for what to do with the mod next, I'm all ears. At some point I'll want to try my hand at making powered workshops so you can hook your lathes up directly to a bunch of water wheels or windmills rather than messing around with motors and fuel rods and such. It'd also come with steam-engine-like workshops that run on coal, prometheum or fuel rods so that you won't have to fill the map with windmills and watermills to power your industry. (Then again, I'm terrible with code, so who knows what will come of that.) As a more minor thing, I think the water still should be able to output regular water to buckets, because it's sort of silly for the wounded to die of thirst when there's barrels of pure water everywhere.


For the time being, I can help with the creatures (and maybe new plants?)

Here's the flora & fauna I know exist in necromunda, from comic, rulebook or wiki:

The problem is not so much a lack of creatures to put in so much as a lack of more benign critters to sit firmly at the bottom of the food chain - something that consumes fungus or the Underhive equivalent of plankton and various small insects that the nasty critters eat for sustenance. Grox are highly omnivorous and highly adaptable, but they're a highly prized off-world import and not a native species, and sligs are genetically engineered livestock that would rapidly go extinct if they existed only in the wild. Problem is the people at GW only put in the big scary and mean critters because nobody wants to stop and think about how things actually work in Warhammer 40k. Depleted deuterium bullets and all.

Plus, some of those are already in, although some don't show up that often. I don't know why but I haven't seen a plated creeper (which sounds about the same as a crawler) in ages. I know I need to get around to putting in Ambulls, and the sand-trout seem like a good fit for making the ecosystem a tad more believable.

I do like the plants, though. They'd work well with Splint's suggestion to make evil biomes more enticing.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Meph on November 22, 2013, 05:24:34 pm
Quote
At some point I'll want to try my hand at making powered workshops
Roses and me are interested in this as well. Its possible with a C++ dfhack plugin, but it will be restricted to workshops (cant work on furnaces) and the gears will have to be build after the workshop has been build.

If you can get someone to actually write and compile this plugin, let me know. Warmist, Ag and Expwnent are the best people to talk to. :)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1 !help!
Post by: blackprince84 on November 24, 2013, 07:48:05 pm
I have my fort up and running but no matter what i do it will not allow me to grind uraninite or tell me why not. All it will say is needs empty bag but I have 165 empty bags and 59 chunks of uraninite at this point am i overlooking some thing? please help.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on November 24, 2013, 07:57:15 pm
No, you're not missing anything. I accidentally an extra colon in the raws. Here's (https://www.mediafire.com/?8xl0g0r5kq6n6dp) a fixed raw, drop it in your save and your game's raw folders.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: blackprince84 on November 24, 2013, 08:31:57 pm
Thanks now I can make my own fuel rods instead of having to wait for the traders.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: DataTransfer on November 29, 2013, 01:27:33 pm
So uh, I don't know if I did something wrong or if I need to dick around with DFhack or something, but whenever I gen a world, either through normal worldgen or the Underhive one in advanced, it'll gen, the region will be in the saves folder, but I can't actually play, because I never get the "Play game" option in the menu. Sorry if this has already been adressed somewhere, too lazy to browse the whole thing, and i'm fairly sure I'm using 1.6.1
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on November 29, 2013, 05:05:12 pm
No idea what could be causing that. I've never seen it happen, and it works perfectly fine on my end. Are you using the pre-installed version or the drop-in raws and whatnot?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: DataTransfer on November 29, 2013, 05:29:49 pm
I am using the pre-installed version from DFFD, and have not tried using the other one yet.

Also: I tested this on three different computers due to it being on a USB stick, same results across all of them. So I'm fairly sure it's not the computer.

Another edit: I tested it by replacing the raws on a normal DF, and this seems to work.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Baijiu on August 10, 2014, 08:35:28 pm
This new version of Dwarf Fortress demands a new version of Underhive Settlement. This, Masterwork and Mario DF are the only mods I really play.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on August 11, 2014, 01:25:53 am
I might get around to porting it, but between exams and the heat I wouldn't count on it happening very soon. I haven't really checked out the new version either, for much the same reasons. The new combat/speed improvements don't apply to ranged weapons, do they? That might put a damper on things, given the central role that guns play in the mod.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on August 11, 2014, 01:42:21 am
There is a tag that affects ranged weapons but it's the same as nearly every other weapon ([ATTACK_PREPARE_AND_RECOVER:3:3].) May actually let firearms fire faster which would be awesome but necessitate larger ammo stacks, but I'm assuming it only affects melee combat and rate of fire is largely unchanged.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Liber celi on August 11, 2014, 02:29:48 am
Oh yeah, this is my favourite mod and I hope it returns to .40!

In 0.40.04 at least(the one version I found time to check out) the fire rate of ranged weapons seemed vastly increased compared to earlier versinons. I do not know if that was hard-coded, depends on skill or is moddable though!

All hail the Imperator etc. etc.

Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Deon on August 11, 2014, 05:00:54 am
Those values influence melee attacks only. I think ranged shooting is still pretty shit (no aiming, speed depends on the skill only).
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on August 11, 2014, 05:52:56 am
Those values influence melee attacks only. I think ranged shooting is still pretty shit (no aiming, speed depends on the skill only).

Agility and encumberance are a factor too (since agility affected speed before, I assume it still does; a guy weighed down with lots of heavy armor with poor agility shoots slower than one without in my experiences. I'm probably wrong though.) It's less of an issue in this mod though since chances are 90% of your  autogunners won't have much in the way of armor period due to lack of resources or thematic reasons and the bullets not seeming to weigh nearly as much as metal bolts do.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Deon on August 11, 2014, 07:37:38 am
Yep, I tried to simulate slow firing powerful rifles by making them extremely heavy, but it's clearly not the best solution.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 04, 2014, 05:58:27 am
So, firstly, this is an excellent, excellent mod, cheers to everyone for making it. Just got my first pit slave siege, and, well, let's just say that bundling 100-odd civs into the panic room certainly flushed out the suspicious character I'd been wondering about. And also some entirely unrelated ones.

Basically, there are heretics and daemons running amok in my constantly-short-of-something sinkhole, dead pit slaves and guilders all over the porch, and my yard boss (foreman) is now known as "the Glowing Serpent of Bullets". It feels so perfectly DF and perfectly Necromunda, and I salute you (and also Toady. Carp for the carp god, etc). 

I have one question: it seems like once you fire shotshells/stubs etc, they turn into (lead bullets) which don't seem to be able to be refired - which totally makes sense, but they still show up as ammo so I'm not sure whether to just melt them down.

Also, I think something might be wrong with the bottle-making RAWs - I had raw green glass & the various other reagents, but the kiln wouldn't work until I took "rough" out of the RAW (now it seems to accept any glass item though, which feels a bit cheaty).

Anyway - keep up the good work, this mod should get more love I reckon.

Edit: also, I haven't had any "liaison from the outpost" meetings since the first year; I remember this occasionally cropping up in vanilla DF, but does anyone have any explanations/workarounds? It's getting kind of annoying having the caravan turn up with six thousand barrels of leather when I really need a lathe, etc
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on September 06, 2014, 07:27:52 am
Can't rightly help you there, and I just wanna say you are having an amazing mess with that (now presumed dead,) settlement. For srs.

I'm also a little anxious to see how this might play out in the new version if it gets updated.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 06, 2014, 10:33:06 am
I just wanna say you are having an amazing mess with that (now presumed dead,) settlement. For srs.


It was beautiful carnage. However, you presumed without the Serpent of Bullets, my friend. She and that combat shotgun are a hell of a thing (honestly, if she runs out of ammo she just starts lopping limbs with the bayonet; even when she just had a stub pistol she kept killing stuff by pistol-whipping it to death), and she pulped the cult leader's head with one swing of a hammer she borrowed specifically for the execution. I think he must have murdered one of her friends or something, cause she's not the sheriff and she didn't give two farts about the chained-up vampire. Also, selling all the stuff the pit slaves conveniently brought meant we could buy even more ammo.

And eh, the liaison thing's not too bad; my major problem at the moment is trying to figure out how to make my miners wear respirators /and/ carry rockdrills (assigning uniforms doesn't seem to work all that well with them, for some reason). Also the constant, nagging fear that this is going far too well and I'm about to get a whole burst of fun.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on September 06, 2014, 10:41:00 am
It's a known bug regarding uniforms. Dig around toxic rubble/polluted halite. Stick to assigning respirators to rockbreakers if you need the people. If the miners are friendless/not super vital at the moment, just dig on and to hell with them. Some slightly rotted lungs won't slow them down until it kills/hospitalizes them.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 06, 2014, 11:31:20 am
It's a known bug regarding uniforms

Hell, the last version of DF I played, my dorfs wouldn't even fire their crossbows, I'm just happy that (most) of the military actually seem to pick up weapons and armour most of the time. Pretty sure I can do some trickery with burrows etc to make sure the legendary miners don't go near the stuff anyway. And yeah, I think most of my (surviving) starting seven have got slightly rotted lungs; I'm kinda hoping it's one of those things where it's cumulative exposure that really does the damage, rather than a forgotten beast-style disease where "one exposure = fortress death".
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 11, 2014, 07:26:15 pm
OK, new question (if anyone's still out there): I've been messing around with the Ratskins, and I didn't add most of the high-tech (ie gun assembles, lathes etc) buildings or reaction permissions to their entity list; but allowed them to use guns. The bowyer's workshop now produces bone and wood shotguns, autopistols etc - but, curiously, not ferrum crossbows or crossbow pistols.

I can stick the (horribly bodged and messy) raws up if it'd be helpful, but anyone got an initial clue or workaround to stop this happening, off the top of their head? I'll owe you an internet pint.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on September 11, 2014, 07:40:30 pm
The ratskins aren't meant to be playable, and the issue with the guns being producable in the bowyer is the result of them being weapons that use the bow and crossbow skill, necessitating they be produced by custom reaction only or purchased to avoid what is equal parts bug and exploit. Same goes for ammo I think.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 11, 2014, 08:45:13 pm
Aha, thanks for the info. I figured it was the guns being identified as bows & crossbows that did it; can't work out which of the custom reactions/buildings I've switched off that would have caused them to revert to the bowyer. Or, to put it another way, what's the reaction that normally prevents guns from showing up at the bowyer's?

(could I create a custom workshop and switch the crossbow reaction over to that? Or will that just bring all the guns along with it as well?)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Meph on September 11, 2014, 08:57:13 pm
Its because they are a PERMITTED ranged weapon in the entity file, it automatically adds them to the bowyer. No reactions needed. You can make a custom workshops for them, but the AI wouldnt use them in sieges anymore.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on September 11, 2014, 09:07:37 pm
Anything that is defined in the entity that uses the bow and crossbow skills can be made in the bowyer no matter what. As such they can only be assigned to nonplayable entities directly. Otherwise you need to use custom reactions to produce things that you should be buying or producing the "proper" way. For example if you want Ratskins to be packing stub pistols and autoguns while playing them (which you shouldn't be doing since they don't fit well with the mod's theme as far as playing them goes,) then they need to either use the same buildings the hivers do or need thier own place and reactions to do so. Same goes even for basic guns like muskets.

Spoiler: Ratskins (click to show/hide)

Ninja'd by Meph but the ratskins point stands.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 11, 2014, 09:14:54 pm
OK, think I mostly follow you, but what normally prevents them from appearing at the bowyer (say, when you play as the Orlocks)? Apologies if this has been answered elsewhere in the thread.

Really just altering them to play as them myself (in a separate UHS installation), so moving crossbows and crossbow pistols across to their own custom workshop wouldn't be too problematic if all it did was mean the AI didn't use them in sieges. So if I take crossbows or guns into a new bowyer2 (or whatever) workshop, and then remove the normal bowyer from permitted buildings, that should prevent whichever type didn't get moved from being produced?

Splint: I'm actually only after being able to make, say, stub pistols/shotguns/muskets for the Ratskins, but having them able to use most non-heavy weapons - they're perfectly able to use firearms in Necromunda (or at least some of them are), but obviously don't produce all that many. Am I right in thinking this boils down to "if they're a permitted weapon, they /will/ get produced in the bowyer if nowhere else", so it's either 'no guns' or 'guns and gun infrastructure'?

Btw cheers for all the help guys.

(edit: curse my overexcitable posting. I know what you mean about Ratskins not exactly being a fortressy faction, more just wanted to play as one of those isolated settlements; maybe having been driven off normal routes by another faction, or something like that)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on September 11, 2014, 09:27:57 pm
Orlocks/whatever house you play as can't make them in the bowyer because as Meph mentioned, they aren't permitted in the entity file (for example,  [WEAPON:ITEM_WEAPON_AUTOGUN] means a faction can produce the autogun, and do so at the bowyer if it uses the bow or crossbow skill. without this, they need to buy them, loot them, or make them via custom reactions.) I dunno if weapons that use the blowgunner or throwing skill are affected as well.

So in short yes, you need the infrastructure or you need to make due with lesser weapons and buy the guns from passing caravans so as to not be all exploit-y.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 11, 2014, 09:37:56 pm
Ahhhhhh, the penny's dropped. Went and checked the entity files for Orlocks, and I see what you mean - guess I just assumed they had the "weapon_etc" bit because they could produce them in-game, but they've only got broken autoguns listed there. I'll maybe knock up a custom reaction for muskets and just get rid of all the others then; thanks again for clearing things up for me.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on September 11, 2014, 11:11:10 pm
Wow, this is still getting interest. Sorry I haven't posted much lately.

Regarding the non-hiver civs, Meph and Splint already explained the bulk of the issues, I was planning to make a set of playable raws for ratskins and scavvies at some point. As I'm thinking right now, they'd play a lot like Kobold Camp, with limited digging ability but the capability to extract more scrap from the environment and turn it into weapons and building materials. Scavvies would also have the ability to convert civ members into butcherable forms and the ability to make toxic gas traps.

The lead bullets/shot can actually be picked up and fired again, but because you can't really merge them with stacks of bought and produced ammo, there's not much point to it (to say nothing of the problem of how exactly you're firing the bullet alone without having the rest of the cartridge), so the most honest thing to do is melt them down.

I don't quite remember what the problem with the liaisons is - do the Guilders send liaisons as they're supposed to? Hiver caravans are more supposed to be local traders without the freedom to pick and choose what they carry, whilst Guilders were meant to be the main traders who actually fulfill orders and such.

Assuming that there's actually a DFHack for the new version around, I'll probably start updating again, since that was the main impediment to starting right when the new version was released, given that so much of this mod is dependent on it.

Spoiler question:
Spoiler (click to show/hide)

Also, if you have more fort stories, I'd love to hear them. Maybe even a community fort or something.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on September 11, 2014, 11:17:00 pm
I had a single community game using this mod, but that sort of dried up due to a mix of losing interest myself (due to lack of invaders) and only a handful of the population getting any screen time as it were. Plus the Lowes man. They practically owned the place by sheer numbers.

As to DFhack i wasn't aware this mod had any dependence on it.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on September 11, 2014, 11:27:09 pm
It's mostly little things, such as transformations, wearable gauntlets and respirators that are dependent on DFhack. Admittedly fairly minor, but they're big enough annoyances that I didn't want to go on ahead (despite the fact that miners for whom respirators are intended cannot even wear them!)

That's a shame about the invaders. Perhaps you should've settled somewhere else. Last I played I was constantly harangued by all the lowlifes mucking around the hive, though I've yet to get a cavern mutant attack ever, despite them being in the raws.

Actually, regarding the Ratskins it just occurred to me that they probably wouldn't be able to produce nitrocellulose propellant and chemical primers on their own, restricting them to domestic production of black powder cartridges for muskets and crossbow bolts, restricting proper ammunition and advanced firearms to trade items. The problem is that with the fantastic geology of the Hive, there aren't any easy sources of sulfur and saltpeter as in vanilla DF, so I'd appreciate it if someone could suggest some semi-plausible alternatives.

ninja edit: does anyone know if the localization patcher still works with the new version? I'd like to be able to have the basic skill names changed in the game file itself, as well as the renaming of quivers to bandoliers and other such cosmetic edits.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on September 11, 2014, 11:34:44 pm
I embarked close enough to House Delaque renegades and pit slaves that I expected a small but steady stream of pistol-waving psychos and belligerent jerks with  a trenchcoat fetish killing people. My noncommunity one was attacked twice somewhat early on and only repelled thanks to having enough rifles and shotguns to go around and (just barely enough) ammo for them. If I had continued playing I probably would have seen semi-regular attacks.

As to Ratskin ammo production, a couple mods have potash used as a substitute to saltpeter, and I'm sure they could mix together some sort of crude approximation of sulfur (or maybe a unique workshop that scrounges together sulfurous garbage and fungi from around the area at a very slow pace?)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Meph on September 11, 2014, 11:48:47 pm
Quote
ninja edit: does anyone know if the localization patcher still works with the new version? I'd like to be able to have the basic skill names changed in the game file itself, as well as the renaming of quivers to bandoliers and other such cosmetic edits.
Yes, insolor even posted several string dumps, and a how to to make your own.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on September 12, 2014, 12:05:10 am
As to Ratskin ammo production, a couple mods have potash used as a substitute to saltpeter, and I'm sure they could mix together some sort of crude approximation of sulfur (or maybe a unique workshop that scrounges together sulfurous garbage and fungi from around the area at a very slow pace?)

Oh, yeah, that's obvious. Potash is already used in primer production, so I don't know why I didn't think of that. Been a while, I guess. Thank you.

Yes, insolor even posted several string dumps, and a how to to make your own.

Neat. I guess nothing is stopping me, then.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 12, 2014, 07:55:52 am
Suds: I feel like the liaison who turned up once but never again was actually from the house, but the guilders definitely haven't sent one - or, if they have (ie the sole liaison was from the guild and I'm just misremembering, which is totally possible), he hasn't shown up again for twelve years.

I had a similar thought about the Ratskins and guns; like, maybe they could make musket cartridges from gunpowder, paper and lead or something. Got the custom reaction/gun comps items sorted now and that seems to work, so my hardy 'skins can make muskets but not, say, wooden autoguns. Was thinking about maybe adding some custom crossbow bolts like 'poisoned tips' and such, but I dunno if that would work and/or if it'd suddenly make them heinously overpowered. It's fun to try though.

So far I've just got them using "makeshift picks" (the cudgel becomes a 'haft' which steel or ferrum's then added to, much like the nailbat reaction) rather than rockdrills, which does have the effect of making them noticeably less efficient miners in conjunction with their learning mining slowly, but there's definitely something a little bit odd about the image of a bunch of Ratskins mining into the hive terrain, so your idea about somehow extracting scrap from the environment seems like a better approach.

 It occurred to me as well, of all the factions in-game, Ratskins seem like the most likely (fluff-wise) candidates for using dorf-style nightmare trap mazes (or at least that's my excuse and I'm sticking to it); their settlements (such as they are) would probably be semi-hidden and defended by warriors and trickery, not towering walls and heavy stubbers. Speaking of which, got to put them into action for the first time yesterday; they're freaking awesome. Is the transformation back into hiver a time-based thing, or is there an internal ammo counter on the emplacements?

Spoiler (click to show/hide)

Been keeping notes on my Orlock save, so I'll post some more stories later on. Nothing's been quite as much Fun as that first siege, but millisaurs are certainly not to be fucked with.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on September 12, 2014, 08:33:43 am
It's a time-based thing. Theoretically I think you could have an ammo counter based on DFHack trickery, but that would be overly complicated and provide far too many opportunities for catastrophic failure relative to the reward.

What I'm thinking so far for ratskins is that they'd be able to make spirit totems from rare pieces of scrap which grant their wielders something like 75% immunity to bullets (though given how DF damage calculations work and how absurdly powerful bullets are, 25% of the existing damage might still be enough to put them out of commission) and immunity to fear or something, in order to let them close with ranged attackers. Musket ammo would be made from charcoal, potash and lead. Poisoned bolts is a good idea - I would've liked to have them in sieges, somehow, but I couldn't think of a way to do it, so I just skipped past that, especially since most people wouldn't see a ratskin siege.

One thing I might do is let them dig through ash but greatly restrict other stone digging, so they can reach some useful resources but not sufficient amounts to set up massive industries.

Spoiler (click to show/hide)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 12, 2014, 08:38:20 am
I didn't use the "Primus Underhive" worldgen, if that's what you mean.

Spoiler (click to show/hide)

Edit: Damn I'm bad at remembering everything I meant to post. The spirit totem idea sounds pretty thematic and helpful; otherwise it's liable to end up (very much like the old "crossbows used only as melee weapons" problem, in fact) with a whole camp getting killed or starved out by one pistolier because they can't/won't bumrush him. Which is actually entirely reasonable - I sure as hell wouldn't volunteer to be the bullet-sponge - but, y'know, games.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on September 12, 2014, 09:35:17 am
I got a cultist exactly once. After my broker turned up dead I watched everyone like a hawk and locked the fucker in a broom closet the next time he tried to get blood for his rituals.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 13, 2014, 11:10:42 am
So I've run a few tryouts with the Ratskins, and it is - as expected - ridiculously hard; having most workshops and such out in the open means dust storms fuck everything up (I actually didn't realise they destroyed buildings, unless that was just me accidentally marking it to be removed) pretty effectively, and with no guns all it takes is a wolf spider or a wild grox to basically end the whole tribe.

Still strangely compelling though; it's like the early days of a fort (or in a particularly awful location) where managing to bring down an animal or finding one chunk of valuable ore is a big thing, except permanently.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on September 14, 2014, 02:14:50 pm
Well, I've nearly got everything ready for the new version, but I've noticed something upsetting: because they have the [IMMOBILE] tag, gunners will not use their interaction attacks. The interactions are available when taking control, but when left on their own they will prefer to just sit dumbly waiting around to die. I've only checked in arena mode, so if that's an arena-specific bug I'd appreciate if someone were to let me know. Likewise, if there's another way to make a creature immobile while still allowing it to attack, that would be very helpful as well. (I seem to recall that setting a creature's HOMEOTHERM to some absurdly high number prevented it from moving - does that still work?)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 14, 2014, 10:24:48 pm
My gunners were working fine last time I tried them (in fortress mode) - I'm assuming their interaction attack is firing a whole shitton of bullets?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on September 15, 2014, 09:07:36 am
Did you port the whole mod to DF 40.12 by yourself? Because it's only version 40 that broke them. And yes, that is indeed what it does.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: chalicier on September 15, 2014, 07:57:03 pm
Regarding the Ratskin weapon question. I do agree that it seems weird giving them blackpowder. Perhaps it might be an idea to give them a unique reaction resulting in aqua fortis and letting them make nitrocellulose, but then forcing them to mix it with some fungal nitrate weirdness and lots of alcohol to make "EC Powder", the primary component in old shotguns and grenades?

EC Powder has the additional benefit of not really needing primer - it's a bit unstable compared to cordite and easily spark-triggered. We could claim the fungus used makes it red, thus leaving us with "redpowder" weapons.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on September 15, 2014, 08:29:11 pm
Hey, chalicier, nice to see you still kicking about.

Why would it be odd to give ratskins black powder? It's relatively easy to produce with little industrial infrastructure via wood kilns and nitre beds, and single-shot black powder weapons would serve a nomadic hunter-gatherer society pretty well in most cases (though with the fauna of the Underhive being as they are, that might be up for debate.)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on September 15, 2014, 08:35:39 pm
It's also noted blackpowder weapons are fairly common on very low-tech worlds and even on more advanced ones working muzzleloaders are sometimes kept as ceremonial items (or are actually dressed up lasguns :P)

Could always make muskets for a playable ratskin race more powerful so they can feasibly take on the wildlife they subsist on when they can't procure ammo for those city-folk autorifles and handguns.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 15, 2014, 09:21:15 pm
Did you port the whole mod to DF 40.12 by yourself? Because it's only version 40 that broke them.

I...uh...no. Carry on.

Regarding the blackpowder/guns thing, I'd say their having gunpowder seems pretty reasonable - after all, it could be made up of any number of things you find in the Underhive, they just can't mass-produce standard rounds. Messed around with the guns after I realised how rarely Ratskin traders even bring gunpowder to make musket cartridges with, so there's now a 'scattergun' that fires shotshells but with less effectiveness, in an effort to suggest the equivalent of wedging shells in a tube and smacking them with a hammer (don't try this at home etc); it seems to be a bit less powerful, but it's still pretty limb-severy. If I could work out a way to make it backfire occasionally as payback, that'd be golden, but it seems like far, far too much work.

Also, christ, if you update it to DF2014 I'll probably get back into that as well and the thesis will get even less love; for god's (or rather my) sake man don't rush things!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: chalicier on September 16, 2014, 04:51:21 pm
Hey, chalicier, nice to see you still kicking about.

Hi Suds :) DF2014 kinda rekindled my interest in all things DF.

Quote
Why would it be odd to give ratskins black powder? It's relatively easy to produce with little industrial infrastructure via wood kilns and nitre beds, and single-shot black powder weapons would serve a nomadic hunter-gatherer society pretty well in most cases (though with the fauna of the Underhive being as they are, that might be up for debate.)
Mainly because natural clean-burning wood is supposed to be scarce-to-unknown in the Underhive. But ultimately you're right; there are plentiful supplies of nitrates and sulphur in the Underhive. I dunno what my objection is, especially given Ratskins with muskets are canon anyway. Ignore me.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 17, 2014, 05:33:10 pm
This isn't really related to anything, but I had a thought - obviously the ratskins are standing in for the elves (or the other way round), but their not taking wood products doesn't really make any sense, since fluffwise it's archeotech they get pissy about people exploiting. Maybe treecap diplomacy or the ethics settings in general are sort of hard-wired and would be a hassle to change, but it seems like there must be a way to fiddle with what goods they'll accept. Dunno if that's something you want to consider having a look at if/when the mod's ported to DF2014 or what, but it's not exactly a big thing. For the current version, if anyone can let me know whether messing around with ethics (rather than just changing the status of the given ethics) is possible, I'll happily have a nosey myself.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on September 17, 2014, 06:46:05 pm
You just need to change [ETHIC:KILL_PLANT:MISGUIDED] to [ETHIC:KILL_PLANT:ACCEPTABLE], I think. Tree cap diplomacy can be gotten rid of too, if you want that. Just delete the tag. Since there's no archaeotech in the game, though, I wanted to keep something around to match their unflinching moralism. Shame there's no [IMPLIES_TREE_KILL], or else I could throw it on scavenged items. Then again, I could make them opposed to killing animals, remove [IMPLIES_ANIMAL_KILL] from all the animal products and slap it on scavenged goods, though I don't know how that will affect them in worldgen and fortress mode. Then again, since I have a different set of raws for each civ depending on whether they're playable or not, it could still be done with few problems.

In any case, there won't be a DF2014 version until I figure out the problem with immobile creatures not attacking, or Toady does.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 17, 2014, 08:52:25 pm
Aye, I know you can change their stance on an ethic. I've been having some fun with that; in a different game, couldn't work out why my sheriff was doing literally nothing about tantruming dorfs hivers handing out beatdowns. Turns out either the Orlocks default to, or I'd decided to change them to, thinking assault was acceptable - the settlers still apparently saw it as a crime to be reported, but the sheriff evidently gave no shits ("what's a few lower eye teeth between friends?"). I was wondering if there was any way to create new ethics - or, as you mentioned, kind of spoof the civ so that they think fuel rods are wood etc. Sounds like it, so I'll probably have a fiddle; I'll post on here if anything particularly interesting/ridiculous results.

And tbh, speaking for myself I'm not that fussed about an update to v40 (although I'm sure there's all sorts of improvements and/or game-breaking !!!FUN!!!); DF is plenty deep enough to start with and this mod adds in a heap more, and on top of that there's plenty of tweaks/personal preferences to make to that. So it's not like anybody's hangin for content (it's kind of fucking up my work schedule, in fact, but I figure everybody's allowed the odd week of deep, deep nerding out).
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 18, 2014, 09:27:41 am
Another "halp how do I raw" question: I've been trying to make a squat faction, as you do, and the closest tileset would be the van saars. Being lazy, I tried just switching out the "graphics_", "TITLE_PAGE" and "CREATURE_GRAPHICS" tags (so where it said VANSAAR it says SQUAT and so forth, matching pluralisation), but when I gave the arena a whirl all the units were showing as blue corpses. They definitely weren't actually dead though; and what's really weird is that swapping tags seems to work for at least some other tilesets - I can make the squats look like Goliaths or Delaques just fine, although haven't tried the others yet - so I can't for the life of me work out what's causing the problem with the Van Saars.

Any ideas? Something incredibly obvious that I've missed?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on September 18, 2014, 03:39:39 pm
If I had to guess, I'd wager that your new file is referring to a non-existing SQUATS.png.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 18, 2014, 04:04:02 pm
It's not though, or at least shouldn't be; I left it pointing at vansaar (or goliath, etc). I've even had both versions up next to each other looking for relevant differences, and fucked if I can find any. Very very odd. Oh well, no worries.

Edit: just copied the vansaars.png and renamed it squats.png, then changed all the VANSAARS to SQUATS and that works. Took an embarassingly long time to think of that.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Liber celi on September 27, 2014, 07:52:06 pm
I'm back after a long time and have already sacrificed a full day of my life to this excellent mod. And it was worth it.

It seems this
I'm having a lot of trouble finding key bindings for every new workshop. If someone could help, I'd appreciate it
is still a problem in v1.6.1. I believe I can be of use there... I hope I didn't skim over any solution already posted, but Dwarf Fortress taught me redundant work is better than no work!

There are two problems here: Workshops without key bindings, and, more annoying, multiple workshops trying to occupy the same key. Since DF isn't exactly a trumpet, only the first workshop can be built with that key.
Quote from: The Redunderandunerati
WorkshopsKeys
Quern/Water filling areaq
Lho Stick Manufactory/Armour ShrineD
Reclaimator/SalvagerO
Clothier's/Plasma Lathek
Fishery/Chem Misterh
Craftman's/Scribal Deskr
Breaker Station / Weapon Display RackZ
Weight Set/Water StillW

Quote from: The Orphaned
WorkshopsKeys :(
Craftman's Forge-
Emplaced Heavy Stubber-
Emplaced Flamethrower -
Drafting Desk-
Reading Desk-
Book Shelf-
Book Binder Shop-
Decorative Skull-

Swiftly smashing around on my keyboard produced the following list of unused shortcuts:
Quote from: Also, the only keys without gravy on them
Q
T
H
J
x

Now, the most straightforward way to deal with this is to semi-randomly assign some workshops to those letters. WFA gets the Q instead q,  Reclaimator (more like reclamator am I right) gets the T because there is at least one 't' in its name, Breaker station gets the x so the art-deco can keep XYZ. BookBShop and the Lho rollery get J and H so the classic 3x3 workshops are all dealt with. Monsieur Chem, Scrapal Desk and the muscle shack get the short end of the (presumably Lho) stick. Also the Plasma Lathe, I forgot about that one.

Quote from: Partial Solution, only standard keys ± shift
WorkshopKeys
Water filling areaQ
Lho Stick ManufactoryH
Reclamaitor ShopT
Salvager WorkshopO
Book Binder ShopJ
Breaker Station x
Chem Misternope
Craftman's Forgenope
Plasma Lathenope
Emplaced Heavy Stubbernope
Emplaced Flamethrowernope
Scribal Desknope
Drafting Desknope
Reading Desknope
Book Shelfnope
Decorative Skullnope
Weight Setnope

We can do better though.
Playing around a bit though I found you can set Alt+key combinations for workshops in the raws by using
Code: [Select]
[BUILD_KEY:CUSTOM_ALT_R]for example. This opens new possibilites. A "quick" "fix" could look like this:

Quote from: Patchworky Solution, standard keys ± shift ± alt
WorkshopKey
Water filling areaQ
Lho Stick ManufactoryH
Reclaimator ShopT
Salvager WorkshopO
Book Binder ShopJ
Breaker Station x
Chem Mister - Alt + c
Craftman's ForgeAlt + r
Plasma LatheAlt + k
Emplaced Heavy StubberAlt + s
Emplaced FlamethrowerAlt + f
Scribal DeskAlt + x
Drafting DeskAlt + y
Reading DeskAlt + z
Book ShelfAlt + b
Decorative SkullAlt + t
Weight SetAlt + w

Of course we could remap all the shortcuts: Say, basic workshops and spammables on lowercase, rarer workshops and decorations on shift, advanced tech and misc on alt. Problem 1: Non-editable workshops occupy all lowercase letters except for a,g,i,v and x. I'm sure there is DF Hack trickery that can help there, but that's beyond my ken. Problem 2: By now everybody that matters is used to the old shortcuts.
What I'm trying to say is: I could try to figure out a more elegant solution, but only if there's demand for it.
Also, if you want me to translate this into the building_underhive.txt I'd be happy to oblige. Enthusiastic even. Overjoyed. Frenzied. Or at least basically OK with it.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on September 28, 2014, 12:57:12 am
That's great. Go ahead and feel free to change it and put it up on pastebin or something. I'm still waiting on Toady or DFHack to produce a fix to the immobile creature not attacking bug before releasing for the new version, and I'm also thinking of merging the crafting and the weapons forges/lathes. It would also probably make sense to have bladed weapons exclusive to the forges (since I don't know how much sense it makes to mill a sword as opposed to just, y'know, forging it. I think even nowadays the places that churn out cheap wallhangers in China forge them.), so those can probably be skipped though I don't know if the sheer number of possible options will break the workshops.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Liber celi on September 28, 2014, 02:58:40 am
Here it is; (http://pastebin.com/D0Qj9gmi) I also fixed the b->w->D redundancy and gave shortcuts to the house-specific workshops.

As for the smithies- the crafting ones are pretty crowded already, navigationwise. I don't think merging them with the others will make things easier, bladed weapons or not.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on September 28, 2014, 03:05:27 am
The reaction names could just be renamed to forging instead of milling couldn't they?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on September 28, 2014, 03:11:00 am
Well, the bladed weapons can be changed irrespectively of any changes to the workshops, so I'll probably do that up anyway. Because after all, the most important thing in a setting with space demons where spacefaring nations fight their wars by landing people on planets so they can have swordfights is realism.

Also, thank you, Liber.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on September 28, 2014, 04:00:36 am
Well, the bladed weapons can be changed irrespectively of any changes to the workshops, so I'll probably do that up anyway. Because after all, the most important thing in a setting with space demons where spacefaring nations fight their wars by landing people on planets so they can have swordfights is realism.

I laughed far harder at this than I should have.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Meph on September 28, 2014, 05:58:33 am
Like this guy?

Spoiler (click to show/hide)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on September 28, 2014, 06:12:11 am
Like this guy?

Spoiler (click to show/hide)

I bet he sounds like this guy. (https://www.youtube.com/watch?v=-hB19tHMS94)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on October 12, 2014, 09:05:20 pm
Hey, just wanted to check in and say that there's some things I've run into.

1. Hydrogen production seems to be a bit difficult to manage, especially at high population. The fact you need to use purified water seems a little... Well, counter-productive. Maybe having an option to have filling stations fill barrels/drums with an inedible dirty water liquid would work better, so that the hordes of useless juves aren't sucking down your ammo ingredients.

2. On ammo, the wording is a little confusing with Devilstongue on the OP. I was under the impression binding agent needed the refined jelly, not the plant itself. Clarification would probably be helpful. I was sitting here banging my head on my desk trying to figure out why I couldn't make binding agent when I had the stuff to make it, or so I thought.

3. Unless it's been fixed already, there's a typo in the Heavy Stubber bolt making reaction. While the reaction works fine, it says "forge heavy stubber receiver" instead in the workshop.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Kbarbarossa on October 12, 2014, 09:42:14 pm
From a realism standpoint, you can in fact "mill" swords. With a hand grinder or a belt grinder and enough time, you can turn nearly any piece of steel into a blade. While not quite milling, it is machining and how the vast majority of cheap decorative swords are made, albeit on a larger and slightly more sophisticated level. Whether or not you could hit someone with it, without it breaking, is another matter entirely. Basically, Forging=real sword. "Milling"=piece of metal that looks like a sword.

From a non-realism gameplay standpoint standpoint, I would vote for keeping the weapon forges and crafting lathes separate for organization and to prevent somefrom having to scroll through 100s of options in a single workshop. But don't let me stand in the way your mass-produced, laughably inadequate blades if that's what you want lest I be accused of heresy!

Perhaps that's how all the Guardsman bayonets are made. Hmmmmm.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on October 12, 2014, 10:11:37 pm
Bayonets certainly suck ass against pit slaves I can tell you that much. Hell, anything that isn't a gun firing bullets or a sledgehammer seems to be laughably useless so far (I haven't gotten the real good stuff though.) Powerfists tho man. Powerfists, fuckin' love those things.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on October 13, 2014, 02:32:14 am
Thanks for the reports, I'll get on rectifying all that.

I've actually tweaked the values on a lot of weapons in order to make them more effective against a variety of threats, particularly bladed weapons and chain weapons, since blunt weapons are currently second only to guns in this mod and everything else is a bit limp. My only problem right now is that I've gone and ported the mod to 40.13 before I noticed that the new version broke [IMMOBILE] creatures, and while I like some of the changes, such as pulping and expanded adventure mode stuff, I would like to keep the emplaced guns, so I'm not sure whether I want to port the new version back to 34.11. I'll put it up to a poll.

EDIT: turns out that either I can't convert the OP to a poll or I'm an idiot. Just share your thoughts here.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on October 13, 2014, 03:06:53 am
Well, a band-aid until it's fixed is to put the gunners in places they can't escape by climbing or otherwise: A roofed over pillbox with a locked door would do the job.

And thank god for beefing up the melee weapons. The guns have performed supremely well and while fiddling in Angel Abbey, which I may restart, I found bayonets painfully useless against pit slaves and axes barely fared any better. Powerfists though, god damn man. No need to fix perfection there. I got a guy running around with two of those things (bagged two Orrus Spirers, though the first one injured someone and the second killed two people and injured two others before being punched to death with the power fist from the first one.)

I'm all in favor of porting to the newest version. Hell, you could even take advantage of the new trees to make scrap piles scattered around, which can be used to make valuable beds or broken down like junk piles for similar goodies. It'd certainly make woodcutters and carpenters slightly more useful beyond getting that single brick of fuel to jump-start smelting and give you a trade-off type deal: Make scrap-frame beds for everyone or pick through it properly to see if there's any useful stuff. For balancing's sack it'd probably mostly just get you scavanged blocks to build crap with.

Hell it could even be useful to have scrap piles have rusty scrap "fruits," for when fruit harvesting is implemented as another source of rust for reactions needing it, allowing you to spare metals you may need elsewhere, like that giant ferrum dong you want to build out front. For example: Hivers gather rust piles > Rust piles are ground up at a quern or millstone > rust in bag for rust requiring reactions!

Additionally I propose "wrought ferrum" as a go-between ferrum and steel primarily for flux poor maps and for early on, so if you lack the means to get steel in meaningful quantities or need guns in a hurry, you can makes guns/their parts out of the more plentiful ferrum at a cost of fuel.

EDIT: Revisting the mod after a few months makes me wish I had the attention span to make something like 40k-themed " Imperial Colony" mod with the Tau and Dark Eldar (snatching little fuckheads,) as the main bad guys.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Liber celi on October 13, 2014, 04:42:05 am
While emplaced guns are pretty awesome, I don't use them in every fortress. I would prefer a 40.x version without them over a 34.11 version with them. Would be less work for you too, at this point!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on October 13, 2014, 12:37:44 pm
I too have found that making hydrogen is a bit of a ballache in terms of folk wandering up and having away with the water mid-reaction (although that's partly just because, hey, DF); and to divert from another similar point, the maps as-is basically require that you prospect with DFhack beforehand. I'd say about 60% of my embarks have had to be abandoned because there's literally no ferrum-bearing material anywhere on the map. So maybe (independent of the suggested wrought-ferrum changes) either make ferric scrap more common or add some other ore type that gives you iron (admittedly having three types of iron ore might be a bit samey, but then the last time I checked vanilla had at least two)?

There's also a typo/misdescription in one of the item raws; I can't for the life of me remember what it is, but I'll go check. From what I recall, there's some tool that should be listed as a TOOL_TRADE (or whatever it is) but isn't - it's not a big problem cause I'm pretty sure all the reactions refer to it, it's just inconsistent with the rest of its group and thus causes a lot of "bwuh?" if you start messing around with raws.

Re: weapons, I've found that spears seem to be total bollocks, while knuckle dusters are maybe a bit OP - the dorfs with most kills are without exception wearing one or two sets of knucks (sometimes on the same hand, intriguingly) - but in the knuckle dusters case that might be because I'm using them with my homebrew and thus possibly already imba Squats. On the other hand, my Orlock save has a guy who straight-up bit a ripperjack's throat out, so perhaps it's just standard "when the militia gets good they get game-breakingly good" dorfiness. Personally I love the emplaced guns with a faintly wrong passion and amn't all that likely to switch over to 40 for a while, but as someone said, whatever's less work for you.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on October 13, 2014, 12:51:56 pm
Vanilla has Hematite, Limonite, and Magnetite as far as iron goes, so a additional ore wouldn't really be all that strange.

I haven't made use of knuckle dusters myself, mainly because wrestling trains so agonizingly slowly in .34.11. And they usually are kinda lacking when mods include striker or wrestling skill weapons.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on October 13, 2014, 07:34:46 pm
Vanilla has Hematite, Limonite, and Magnetite as far as iron goes, so a additional ore wouldn't really be all that strange.

I haven't made use of knuckle dusters myself, mainly because wrestling trains so agonizingly slowly in .34.11.

Yeah, I thought there might be another one but it's been ages since I played vanilla. That's weird with the knuckle dusters, I've been finding they level pretty fast and get you striking rather than wrestling. Might just be my tinkering in that case (although I'm pretty sure I haven't touched them specifically), but I'm still finding it funnier than might be appropriate when my dorfs charge across the map, batting bullets out the air, and punch someone's brain out the back of their skull.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on October 13, 2014, 07:57:05 pm
Striker is probably the skill trained, but wrestling which generally goes with it is abysmally slow to level, making for bizarre situations like legendary head punchers still  bitching about patrol duty.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on October 14, 2014, 01:04:39 pm
Ah, I get you. Never knew the skill level was connected with the amount of moaning about patrol duty, and they've definitely up picked up some (but not many) levels in wrestler now I look; learn something new every day.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Liber celi on October 14, 2014, 02:50:59 pm
Another advantage of brassknuckles(and all weapons using the striker skill) is that you have one less combat skill being trained, so your recruits have one less Demonstration to waste time on!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on October 14, 2014, 04:16:19 pm
Ah, I get you. Never knew the skill level was connected with the amount of moaning about patrol duty, and they've definitely up picked up some (but not many) levels in wrestler now I look; learn something new every day.

Yuppers, until they're Great wrestlers or weapon users (possibly not counting lashers and not counting knife users,) they'll habitually piss and moan about being on duty too long unless there's a steady stream of enemies to kill to provide a constant stack of "took joy in slaughter" thoughts to partially counter it, and they'll need varied drink and at the least a  steady supply of food and thier own rooms to also counter the progressively worsening patrol thought.

It's a little messed up that they can be legendary dodgers, fighters, and strikers and killed two dozen enemies and still bitch like a nonelite.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: infiniteunrest on October 17, 2014, 05:04:44 pm
Really can't wait to see this updated. Such a fan.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Liber celi on October 21, 2014, 06:16:38 am
Them bugs/features:
Alchymists try to distill spook into already full vials and spill it(that can't possibly be healthy)
Making fuel rods demands three barrels of Hex and devours only one(but then again, maybe that's how enriching uranium works, I don't know)
Chainswords eat two mini-servos; chain axes, which are about as effective, only one.


And I'm looking forwards to see this mod, which is somehow so very DF, so very 40k and so very much itself, persevere in the 40th... version number. ;)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on October 23, 2014, 03:34:18 am
Thanks for all the bug reports and suggestions; I'll get right on fixing everything, hopefully.

I'm partially amenable to the idea of putting in an intermediate metal, but that would be a lot of work, especially if I'd extend it to non-gun weapons, since I'd further clutter up the forges and I'd have to manually put the new reactions into every entity's file. (I kind of don't know why I put those there - does anybody even play anything but Orlock? I might want to start a Cawdor succession fort at some point, based around building massive cathedrals and being giant hypocrites about everything.) More likely, I may just add in a more resource-intensive method of making steel without flux.

As for not finding any ferrum at all, that's just exceptionally unlucky, since it has a substantial chance of appearing in every layer type. And as for the update, you can expect it some time after the next DF version, since that'll be the one that fixes the immobile creatures bug.

I've also gone and nerfed knuckle dusters - they're still pretty good, they just require about 5 strikes to explode someone's head now. Chain weapons have been significantly buffed as well - I've seen most of them literally cut people in half now, among other things.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Liber celi on October 25, 2014, 02:34:16 pm
(I kind of don't know why I put those there - does anybody even play anything but Orlock? I might want to start a Cawdor succession fort at some point, based around building massive cathedrals and being giant hypocrites about everything.)
I played shortlived but fun Escher and Goliath forts and I want to try a Delaque fort sometimes soon, the information trade sounds cool. I would be highly interested in the succession fort, too! If I have the time for it, which is likely.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on October 25, 2014, 02:50:19 pm
I considered the others but they just didn't really fit my preferences (my main preference being a fully functioning population to toss into the militia as needed and more-or-less efficient metal/fuel extraction so I can make the most of what I have available.) Escher and Goliath seem to be shot in the foot by nature with essentially half of either's population being borderline useless based on description, and the others just don't tickle my fancy, though the Delaque's listening post thing sounds interesting and Cawdor having easier access to flamers is somewhat tempting (though not by much.)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on October 25, 2014, 10:00:00 pm
(I kind of don't know why I put those there - does anybody even play anything but Orlock?)

Heh, I used to play Orlocks back in TT so they're the ones for my main fort pretty much out of habit, and the 'test fort' for my squats is turning out surprisingly well, but I think I'll give the goliaths a run soon and see how they play.


I've also gone and nerfed knuckle dusters - they're still pretty good, they just require about 5 strikes to explode someone's head now.

Awwwwwww.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on October 25, 2014, 10:08:03 pm
Escher males may be useless, but if everything is working properly, 80% of them should be females. And the Goliaths, despite being made up entirely of Fist of the North Star villains, can actually make decent use of their females since they're only bad at combat. I'm actually not sure if the Delaques are any good at anything - it would be a lot easier to give them a niche if you could put stealth to any sort of use in Fortress Mode beyond hunting, but at the moment they're only really there for flavour. One of the things I've been considering is to make it so that in Fortress Mode, every Hiver civ will exist and have the ability to steal, siege and ambush, so that as Orlocks, you could have year-round attacks by Cawdors, Goliaths, Eschers and Van Saars in addition to Delaques and all the regular baddies, but I'm not sure if that would be a pain and I haven't had a lot of time to sit down and test fortresses.

As a side note, I've put the Enforcers back in too. At the moment they don't do much of anything, since they neither siege nor trade by default, but I've been considering certain circumstances where you might get a siege from them via DFHack.

EDIT: Aaaandddd it looks like despite the fact that IMMOBILE creatures can now attack and use interactions, they do this very, very slowly, as they spend most of their time between shots wondering why they can't move around.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: EuchreJack on October 25, 2014, 10:33:57 pm
Stealth skill means they can ambush, which makes them a greater menace when defending against them in fortress mode.

Several mods also feature conversion of prisoners.  Maybe the Delaques could do that, with the logic being they are able to "trick" foes into fighting for them.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on October 26, 2014, 12:24:09 pm
Putting the enforcers back in sounds pretty cool - to save on DFHack fiddling, maybe they could be set to siege at pop trigger 5 (or a custom trigger level), to represent them becoming aware of some new den of scum and villainy and coming to, ahem, impose some order. Is there a way to make them arrive in relatively small groups? IIRC, the enforcers in the Underhive are most often 'local' rather than Arbites, but they all still wear carapace armour and such, and forty-odd guys with carapace and bolters descending on a settlement is pretty much an overland clown rush. All that said, it would still be awesome to have, ie, an ingame reason for Uristes Dorfulum to absolutely detest enforcers.

Apropos of nothing, I think I've figured out why the guilders don't send someone to make trade agreements (but your own faction will). If I understand the wiki correctly, ESTABLISH_TRADE_AGREEMENTS only works for your faction, while other groups use a position with RESPONSIBILITY:TRADE, which the guilders don't currently have. Gonna test this now, but the way to stop Houses being able to negotiate (if you want to - I quite like your reasoning about House traders getting sent with whatever they've got, but it still seems like there'd be some room for a settlement to request/beg for certain goods) should thus be to remove the establish agreements responsibility so that caravan bosses are purely cosmetic positions for House civs, and give the guilders someone with the trade responsibility.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on October 26, 2014, 11:11:03 pm
Huh. Thanks for the heads-up on the trade weirdness.

Necromundan Enforcers are only local to the degree that they're subordinate to local planetary authorities rather than having their own independent power structure - in all other respects, they're pretty much identical to the Arbites, in the sense that they're recruited off-hive (if not off-planet) and have much of the same equipment. In-game, though, they use steel armour and shotguns for the most part, rather than carapace and boltguns - mainly since I don't think it'd be that fun for them to be essentially invulnerable in battle (which is what that particular combination of gear amounts to.) They're still pretty robust as is, due to the ubiquity of riot shields and chainswords, not to mention the inherent killiness of shotguns.

Likewise, since it's not possible (to my knowledge) to limit their numbers, I'd rather they be kept away for when a large-scale raid would be appropriate, such as the presence of a rogue psyker or some other serious infraction. I still have to think of some more appropriate ones.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: hanspeter on November 04, 2014, 09:43:24 am
Have you given any thought to adding something like the Masterwork steam engines and gnomish machinery to your mod? Would certainly fit the theme.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: chalicier on November 05, 2014, 03:02:33 pm
EDIT: Aaaandddd it looks like despite the fact that IMMOBILE creatures can now attack and use interactions, they do this very, very slowly, as they spend most of their time between shots wondering why they can't move around.
Looks like this is getting fixed in the next version.

As regards different Houses - please don't ditch this feature, it's one of my favourites! I've got Van Saar, Orlock, Cawdor and Delaque games floating around.

Van Saar is kind of Easy Mode, Orlock is standard play, Cawdor just adds a slight edge to everything and Delaque doesn't really hold together as an alternate play-style, as you suggested, but just trying to make it work adds tons of atmosphere. It's like a giant shiny present to those of us who've been massive Necromunda fans for decades.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Arven on December 07, 2014, 12:12:28 pm
Is the new update for this coming out anytime soon?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Suds Zimmerman on December 07, 2014, 01:32:55 pm
Kinda doubt it - haven't worked on it at all since the last time I posted, and it's exam season. I might get around to it after the holidays. Sorry for all that.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on December 07, 2014, 01:34:09 pm
Pff, no need to apologize. Rushed work is sloppy work.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Arven on December 07, 2014, 08:05:45 pm
Yeah, no rush- nobody had posted in a month and I wasn't sure if it was dead again.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: chalicier on December 16, 2014, 11:45:47 am
That is not dead which can eternal lie (where by lie I mean still be played in the previous version)  ;D
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on December 18, 2014, 01:20:42 am
That is not dead which can eternal lie

Ph'nglui mglw'nafh Dorfamunda 34.11 wgah'nagl fhtagn! ia! ia!
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on January 04, 2015, 07:18:50 am
Happy new year all, I bring mildly diverting news. After a bit of a hiatus, finally got round to running a fortress for long enough for the guild to turn up, and, pleasingly, it looks like giving the AI civs a position with the trader responsibility does in fact make them send someone to negotiate agreements, so it should now be possible to try and get specific items off the guilders.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Arven on March 28, 2015, 08:55:36 am
Still hoping this will be updated one day  :(
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: chalicier on March 31, 2015, 09:00:24 pm
I asked Suds for the work-in-progress version a couple of weeks back, but I've been unable to do anything with it for a bit.

My first aim is to get it to the point where it works to the same level as 1.6.1, which may take a while as a LOT has changed in DF. Honestly, you're better off with the old version for now.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: mcolombe on April 08, 2015, 04:28:38 pm
I to hope this mod will be updated one day. i have always loved games like mordhiem and gorkamorka. Seeing a mod for necromunda is great. Would be AWESOME if was updated.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: mcolombe on April 17, 2015, 07:57:30 pm
Hi chalcier, any news on any progress of this fascinating mod being updated? ps, i hope you are well and having a nice day.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on April 29, 2015, 08:06:07 pm
Just posting to say I'm still enjoying the hell out of this mod, mainly playing a homebrew squat fortress (which wouldn't be possible without the mod anyway) but there's an Orlock sumphole getting some pretty impressive mini hab stacks on the go too. Hope development carries on, no rush though.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: mcolombe on April 30, 2015, 04:28:16 pm
i to hope this mod gets upgraded one day, as i think it is very cool. seeing this upgraded to 4.24, would be AMAZING.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on April 30, 2015, 06:55:07 pm
From what I understand the main issue is the DFHack script, itemsyndrome I think, that lets respirators and I think one other thing function properly; might be hazmat suits or something. And there's the need to update (and in the process probably  balance) some stuff. If I had a vague idea of what size each thing was a quick and dirty update for the raws would be something I could do, but all the same it'd be best for Suds to take care of it.

Also: Autogun rounds should be able to blast right through steel armor. Those things are just kinetic lasguns for all intents and purposes (thier drawbacks mainly being thier ammo's considerable bulk and resources to produce it and recoil, though autoguns have a decent variety of ammo.) On that note, when it is brought up to date I have some propositions.
Spoiler: Said ideas. (click to show/hide)
Just a thought, and I kinda would like to shoot the shit over possible (not energy weapon) additions. Like feral orks for example.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: mcolombe on May 01, 2015, 04:18:28 am
feral orks, sounds like a very interesting idea. If you can update and enhance this mod splint, then you are a LEGEND.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on May 14, 2015, 07:27:44 am
I like the idea of specialised autoguns and/or incinerator rounds. In the event that itemsyndrome allows you to pull the latter off, is there something similar that could be done to make boltgun/autocannon rounds actually explosive? I suppose it wouldn't make that much difference, since they already take off limbs, but it'd be a nice touch. It would also, now I think about it, give the autocannon more reason to exist.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: milo christiansen on May 16, 2015, 02:47:17 pm
From what I understand the main issue is the DFHack script, itemsyndrome I think, that lets respirators and I think one other thing function properly; might be hazmat suits or something.

I have a version of Item Syndrome for DF 40.x just about ready for release, I just need to test it and do any bug fixing needed.

Supposedly you can use modtools/item-trigger together with modtools/add-syndrome, but item trigger seems to be broken. Anyway, my version will be up in a week or two once I test it and get it working. Keep an eye on the modding forum :)
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Yourmaster on May 19, 2015, 07:42:28 pm
Not sure if this has been asked before, but is this good for adventure mode?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 09, 2015, 04:11:56 pm
Any word on whether this is still alive?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Ruludos on September 10, 2015, 12:44:12 pm
Any word on whether this is still alive?

You just posted in a thread that has had no activity for four months.

Please draw your own conclusions.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 11, 2015, 09:48:17 am
The thread that has previously had a nine-month fallow spell and then picked up again, you mean? Many thanks.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Arven on September 12, 2015, 04:11:02 pm
Got very exited when I saw posts in this thread :(
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on September 12, 2015, 04:15:50 pm
Tis sad, I know. Kinda wondering what happened to Suds.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on September 14, 2015, 04:36:33 pm
Got very exited when I saw posts in this thread :(

Didn't mean to get your hopes up, like. Would be a shame if this died the death, but there's no way I could even begin to start converting this to DF2014, dunno about youse lot (I'd be happy to help out with entity raws and the like if anybody else is up to the challenge though).
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: TastyMints on October 06, 2015, 06:44:55 am
We miss you Suds. Come back to us. :'(
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Gotham123 on March 30, 2016, 08:51:05 pm
hey does anyone know how to mine in this?.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on March 30, 2016, 11:00:57 pm
Soil is undiggable, if that's what you're getting at. There's also bits and pieces of old Hive support structure that are too sturdy for mining drills to even scratch, nevermind dig through.

There's compressed and I think some sort of loose rubble, ores (such as scrap, carboniferous waste - basically coal - and ferrus slag - iron ore,) halite which will probably poison miners if they have the poor fortune of a boulder dropping and subsequently evaporating, since you can't give them protective gear, and of course, the hive ash, which forms the undiggable and presumably highly-toxic-to-breath-if-disrupted soil.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Gotham123 on April 01, 2016, 08:52:29 pm
Okay thank you!, I figured out how to mine now.

But I have a question, I made a water still machine and all, and I made a water filling area right next to a small river, but however I cannot purify the water and that I need food storage item's (barrel's), so I went and made some barrel's but I still cannot purify water, can you please help?
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Gotham123 on April 01, 2016, 09:01:31 pm
oh wait nevermind I moved my water industry underground and everything's working now
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on April 01, 2016, 09:02:28 pm
You need to make bottles at the craftsman shop I think. Been a while. Those are then filled at the water still and then combined at the filling station in barrels/drums.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Jdorf on April 07, 2016, 03:43:02 pm
You need to make bottles at the craftsman shop I think. Been a while. Those are then filled at the water still and then combined at the filling station in barrels/drums.

Bottles get made at the kiln, IIRC - plastic ones do, anyway. I remember there being some bug or mistake somewhere in the raw files such that glass bottles ask for a kind of glass you can't actually obtain, but traders usually bring a case or two of bottles.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Baijiu on May 18, 2016, 10:44:20 pm
It's 2016 and I'm still playing 34.11. This mod is just THAT awesome.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: austinwelser on May 30, 2016, 08:32:21 am
It's 2016 and I'm still playing 34.11. This mod is just THAT awesome.
almost heretically awesome.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Gotham123 on August 08, 2016, 01:17:04 pm
Hello I started playing this and I am having a lot of trouble digging, I have two Rock Drills and I have unloaded them and assigned a my miners to channel through some Compressed Rubble. but for some reason my miners will not even touch the Rock Drills and are just sitting around idle. I am playing Clan Escher and I am wondering what is wrong with my two lazy ass miners
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: austinwelser on August 09, 2016, 07:48:19 pm
just to be safe make sure they have their job set.

check the ground your digging through, has to be rubble of some sort to be able to dig through it, stuff like hive wall supports can't be dug through, there's another one just below the surface, don't recall it's name but it looks grey in the tileset.

Aside from that? pray to the emprah.
Title: Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
Post by: Splint on August 09, 2016, 10:28:33 pm
Hive ash (soil) is so toxic to agitate hivers won't dig the stuff, and as said Hive support clusters are undiggable as well, being too solidly made for the rockdrills to scratch. Additionally, avoid Toxic Halite (the green shit.) Nobody wants to be the guy who dies from breathing poison salt fumes.