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Messages - TomiTapio

Pages: [1] 2 3 ... 223
1
pale in the forest

2
Still alive, but not really updating OldGenesis-nonsteam version. Might eventually.
Where is the link to Deon's Steam-DF-Genesis?

3
Undead hate/attack all living things so there is a NOT_LIVING tag to make undead and constructs be ignored by the undead.

Ouch, a Forest Cat (normal 8 kg feral cat) killed a farmer by biting their head, bruising the cerebellum... I guess I can let it slide.

4
Bug report: undead echidna corpse, 10 kg, is unkillable. 50+ pages of combat report. Squad of 9 have silver and bronze weapons. Two dwarves dead.
Only its "upper body" takes hits and it can not bleed out.
Sounds like the vanilla echidna bug.
Thanks. All those are now cannot_undead tagged.

Wow, an illithid/mindflayer "outpost mind poet" guest! It... is... disgusting.

5
Mod Releases / Re: [50.xx] Cloth Recycling
« on: January 24, 2023, 01:39:25 pm »
Nice add-on!
This is how I added recycling of some clothes types to OldGenesis:

Code: [Select]
- worn clothes into thread, reactions:

wasnt CLOTHIER, wasnt CLOTHIER_WORKSHOP. LOOM didn't work. building name is CLOTHES. Was hard to find, not in wiki.
-how to enforce worn ones? Via stockpile proximity... and stockpile set to worn ones.
- what happens when leather item is made into thread? banned leather unravel now.
ANY_PLANT_MATERIAL] ANY_SILK_MATERIAL] ANY_YARN_MATERIAL] cant combine em so.. new class: REACTION_CLASS:UNRAVEL_THREAD and the two hair types, yarnable and unyarnable, are mislabled maybe.

--PRODUCT:100:1:xxthread:xxx:GET_MATERIAL_FROM_REAGENT:A:NONE]
--PRODUCT:100:1:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]

could add --NOT_IMPROVED] to source item but nah.

   
[REACTION:THREAD_FROM_SOCKS] 2019-02, low 40% chance
[NAME:unravel sock into thread]
[BUILDING:CLOTHES:NONE]
[REAGENT:A:1:SHOES:ITEM_SHOES_SOCKS:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:40:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]   --THREAD:NONE Standard dimension = 15000.
  yay "sheep wool yarn" came out. Success.
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_SHOES] 2019-02
[NAME:unravel shoe into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:SHOES:ITEM_SHOES_SHOES:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:60:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]

[REACTION:THREAD_FROM_TROUSERS] 2019-02
[NAME:unravel trousers into thread]
[BUILDING:CLOTHES:NONE]
[REAGENT:A:1:PANTS:ITEM_PANTS_PANTS:NONE:NONE]  [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_BRAIES] 2019-02
[NAME:unravel braies into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:PANTS:ITEM_PANTS_BRAIES:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_SKIRT] 2019-02
[NAME:unravel skirt into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:PANTS:ITEM_PANTS_SKIRT:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_SKIRT_LONG] 2019-02
[NAME:unravel long skirt into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:PANTS:ITEM_PANTS_SKIRT_LONG:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]

[REACTION:THREAD_FROM_HOOD] 2019-02
[NAME:unravel hood into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:HELM:ITEM_HELM_HOOD:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:80:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_TURBAN] 2019-02
[NAME:unravel turban into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:HELM:ITEM_HELM_TURBAN:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]

[REACTION:THREAD_FROM_GLOVES] 2019-02, low chance like sock.
[NAME:unravel glove into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:GLOVES:ITEM_GLOVES_GLOVES:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:40:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]

--ARMOR (upperbody wear category):
[REACTION:THREAD_FROM_COAT] 2019-02
[NAME:unravel coat into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:ARMOR:ITEM_ARMOR_COAT:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_SHIRT] 2019-02
[NAME:unravel shirt into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:ARMOR:ITEM_ARMOR_SHIRT:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_CLOAK] 2019-02
[NAME:unravel cloak into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:ARMOR:ITEM_ARMOR_CLOAK:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_CAPE] 2019-02
[NAME:unravel cape into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:ARMOR:ITEM_ARMOR_CAPE:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_TUNIC] 2019-02
[NAME:unravel tunic into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:ARMOR:ITEM_ARMOR_TUNIC:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_TOGA] 2019-02
[NAME:unravel toga into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:ARMOR:ITEM_ARMOR_TOGA:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_VEST] 2019-02
[NAME:unravel vest into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:ARMOR:ITEM_ARMOR_VEST:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_DRESS] 2019-02
[NAME:unravel dress into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:ARMOR:ITEM_ARMOR_DRESS:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_ROBE] 2019-02
[NAME:unravel robe into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:ARMOR:ITEM_ARMOR_ROBE:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]
[REACTION:THREAD_FROM_KIMONO] 2019-02, exotic, dwarves can't make.
[NAME:unravel orc-robe into thread]  [BUILDING:CLOTHES:NONE]
[REAGENT:A:1:ARMOR:ITEM_ARMOR_KIMONO:NONE:NONE]    [REACTION_CLASS:UNRAVEL_THREAD]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
[SKILL:CLOTHESMAKING]

=======================================================================================================================
"there are 3 types of corpses: CORPSE, CORPSEPIECE, and REMAINS. REMAINS are vermin remains, CORPSE is w/upperbody, CORPSEPIECE is w/o upperbody."

6
Bug report: undead echidna corpse, 10 kg, is unkillable. 50+ pages of combat report. Squad of 9 have silver and bronze weapons. Two dwarves dead.
Only its "upper body" takes hits and it can not bleed out.

7
I want my tweaked large scale continent gen to be dominated by types of dragons. Maybe 75% Dragons and 50% cave dragons or somewhere around those %'s in terms of relative beasts/location.
One would set the dragons to [FREQUENCY:100] and to appear in every type of biome. And set other animal frequencies to lower. (dragon:100, lynx:1, wolf:1, parrot:1, emu:1, frog:1 etc... total sum of freq = 200 ish)

Get a good code editor (Notepad++, Crimson Editor, Emerald Editor) and start editing your game's raws...
(find string in all files: FREQUENCY)
Cannot change the dragon stuff in worldgen-init-file.

8
Yay, dusk elves attacked. With three war pigs, one war mastiff, and riding large horses.
They messed around with our animals, then fled, our 15 soldiers did not get to see action.

ps. Yay 15 orcs invade, with 10+ horses and 5 dogs. WTF, they fled immediately. Clever orcs!
Let's hunt that very rare faedog... whoopsie, the gods are angry!

pp. Argh a 99 (orc / horse / dog) army comes... versus our three traps and 20 soldiers, 70 noobs.
A few days later, the orc warband is defeated, we lost 5 people.

9
Just uploaded: OldGenesis Phoebus-tiles 47.05f ! https://dffd.bay12games.com/file.php?id=16209
In a few days I'll probably upload Ironhand and ASCII OldGenesi.

I play about 12 to 23 minutes of OldGenesis every morning, so the balance changes add up when I notice something imbalanced.
Mostly material values, monster sizes, monster special skills such as fireball hurl rate and paralysis duration. Animal/monster appearance frequency (commonness).

What! DFFD site has lost most of its metadata.

10
Mod Releases / Re: [47.05e] OldGenesis mod Aug2021 tuning
« on: December 11, 2022, 10:56:55 am »
All good, those.
Maybe red steel, black steel and cobalt, sun gold, moon silver removed for WIMP-OldGenesis v1.0? And add back in v1.2.

We have brass and silver weapons in OG and aluminum armor, those slow to add graphics?
Also scavenger and centaur species and civ for later.

Higher priority to rutherer, molemarian, reacher, ghoul, if possible. They are the main cave threats.

Some stones are just crap for crafting like the porous zeolite, and cannot command "value:0" in individual material, so I set the stone template to zero.

11
Mod Releases / Re: [47.05e] OldGenesis mod Aug2021 tuning
« on: December 10, 2022, 12:38:45 pm »
Nice Deon! Are you porting the balance-tuned OldGenesis, or your Genesis 4,5,6?

At some point I'll upload old-DF 0.47.05f, which is just balance tuning over 05e.


Code: [Select]
2022-xx-xx: OldGenesis version 47.05f

Minerals and metals:
- pegmatite and dacite and olivine[olivine gabbro] from value 0 to 2. Orthoclase too.
- conglomerate (round 2mm gravel sandstone) from 0 to 1. Has been carved in history.
- feldspar and talc stay at zero value, don't craft from it, maaany better stones available.
- Alunite to 1, and will appear more in Rhyolite.
- Andesite from 0 to 2 value.
- black diorite(value 3) more common. Diorite from 0 to 1 value.
- copper from 7 to 8.
- aluminum ore rarer.

Animals:
- tiger and jaguar petvalue up due to rarity and pretty.
- a HYDRA is very strong, 11 tons of maiming. You should try ballistas against it. Made more common.
- single copper bolt to ETTIN foot topples 6.3 ton Ettin, fractured bone. This should not happen. Ettin size increased.
- what, three stone-fall traps kill a Dread Troll? Uncool.
- redja wolf (desert 20kg wolf) made 3x more common.
- soft turtle & gelatinous cube made more common.
- ROC boosted again.
- grizzly bear value up from 1000 to 5800. (mount)
- giant earthworms reach 290 kg size much sooner than 40 years.
- hare, rabbit, skunk: from suede-leather to fur-leather.
- Thunderbird boosted.
- sloth to give suede instead of armor-leather.
- gelatinous cube nerfed a little; was stronger than many titans.
- molemarians (molerat centauroids) from 110 kg to 130 kg.

Civs:
- boost beastman and serpentfolk babymaking. EVIL tag removed as it may limit biome too much.
- more appraisal skill to dwarf castes.
- centaurs breed more.
- dwarf alcohol happiness down a tiny bit, to get more tantrums.
- lizardmen salamander fireballs less often. (instead of every 30 ticks hurl 15-tile-range fire)
- deamon civ combat skills up, since they attack in 4-5 person squads only.

Other:
- language files checked for SUK, FUQ, FUK, FAC, A2NUS, A2NAL. Had too many Fuqua visitors.
  Latin and Japan improvements.
- world gen mineral scarcity from 760 to 1200. Ores were too plentiful in my opinion.
- TIP: if a blood-raining zone, have trading depot indoors.
- toughtooth cane be cremated in the kiln, finally.


12
DF Modding / Re: What's going on in your modding?
« on: December 07, 2022, 07:39:20 pm »
The skill ID for engraving has changed, it's not DETAILSTONE anymore. I've also tried ENGRAVER, ENGRAVING, STONECARVER, and STONECARVING. None of those are correct.
Try also ENGRAVE, DETAIL, CARVE, STONECARVE, STONEDETAIL, ENGRAVESTONE

13
planes' trains

14
Mod Releases / Re: [47.05e] OldGenesis mod August small tuning
« on: November 11, 2022, 10:07:47 am »
Gnome Adventurer guest was here a long time, then he or she applied to be a monster slayer. Approved. Axe specialist.

15
Mod Releases / Re: [47.05e] OldGenesis mod August small tuning
« on: November 06, 2022, 10:26:56 am »
Yeah the raws are not compatible with Lazy Newb raws changes, if it has any.
Well, lazy newb launcher might work with OldGenesis, but I don't recommend it; just edit the Options in init.txt and d_init.txt manually.
DFHack should work but I've never tried it.

Dwarf Therapist is just install the program into a folder, and find and put
v0.47.05_graphics_win64.ini into Therapist's data/memory_layouts/windows folder.


ps. oooh a Blizzard Man bard guest.

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