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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: TomiTapio on February 04, 2016, 10:27:37 am

Title: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--
Post by: TomiTapio on February 04, 2016, 10:27:37 am

--- OldGenesis is a Dwarf Fortress mod by Deon, with additions by TomiTapio. ---
Latest files on TomiTapio's DFFD page: http://dffd.bay12games.com/who.php?id=1538
Read "OldGenesis documentation.txt" for features and "OldGenesis notes.txt" for changelog and tips.

--------------------------------------------------------

It is around 83% by Deon, 16% by TomiTapio.
Creature graphics, civilizations, weapons, armors, workshops, reactions, plants, half the creatures by Deon.
Additional minerals, trees, many creatures, leather tiers, wood tiers, Finnish language file, fine-tuning, updating by TomiTapio.

Mod's roots go back to "DF Complete" by Deon, 2009. OldGenesis carried on Genesis 34.11 in fall 2012 while Deon went into an all-new Genesis 4.
No third party utilities are required to run the mod, keeping it vanilla-like. Just unzip to a directory of your 64bit Windows  and run.
Custom worldgen parameters and my own embark setup and init/config files are provided.

Genesis forum thread, 2010-2015: http://www.bay12forums.com/smf/index.php?topic=52988.0
Deon's uploads on DFFD: http://dffd.bay12games.com/who.php?id=22

hashtag #OldGenesis on Twitter: https://twitter.com/hashtag/oldgenesis?f=tweets&vertical=default&src=hash
TomiTapio's Twitter: https://twitter.com/Tomi_Tapio


----------------------------------------------------------------

General tips:
Spoiler (click to show/hide)

A few of the latest changelogs, for full details read "OldGenesis notes.txt".
Spoiler (click to show/hide)

Some documentation, slightly out of date:
Code: [Select]
_OldGenesis_ is a Dwarf Fortress mod by Deon, with loads of additions by TomiTapio.
Mod's roots go back to "DF Complete" by Deon, 2009. OldGenesis carried on Genesis 34.11 in fall 2012 while Deon went into an all-new Genesis 4.
No third party utilities are required to run the mod.
---
listing the stuff that's not in Vanilla DF.

- Adventurer crafting: just read reaction_wanderer.txt please.

- Our Workshops and their reactions:

Kiln: make a piece of an instrument, I guess from clay.

bonfire workshop by Warlord255: start a grassfire on purpose. Burn outdoor invaders! (or controlled soil-room of grass)
"Ignite large fire" very hot
"Ignite small fire"

train crutchwalking at its own workshop "Training Crutch".

Anatomical theater:
"train wound dressing"
"train suturing"
"train bone setting"
"train surgery"

Weight set:
train weights (shield)
train weights (armor)

Training dummy: sword, spear, axe, hammer, mace.

Swimming pool:
add ice (does nothing; just for fun)
Swim (swimming skill)

Play rockball at rockball field (throwing skill, they throw boulders for sport)

Obstacle course: train dodging

Philosopher's garden:
debate yourself(judging intent)
meditate(concentration)
perform a comedy (comedy skill)
perform a drama (console skill)

Screw press:
"melt ice to bucket" reaction by Malecus
"press water from plants", into bucket, reaction by Malecus
----
Kitchen:
"bake bread" from flour, needs BREAD_MAT plant-cheese.
"make candy", needs CANDY_MAT plant mill-product (sugarcane, sweet pod, crystal cane)
"feed meat to pets", for getting rid of excess tons of meat.
"feed fat to pets", just vanish it
"feed tallow to pets", just vanish it
----
Stonecutter/grinder:
Only the easily-workable stones EDGEDWEAPONROCK can be used for most of these.

"cheating rock pick", make a pick without metals. For emergencies.
"craft rock anvil"

"grind rock salt". Salt mineral into foodcomponent. (leaf of hidden plant 'saltfromminerals'.)
"grind non-economic rocks (10)" junk stones away, small chance of finding useful ore.

"craft rock axe"
"craft rock maul"
"craft rock mace"
"craft rock club"
"craft rock spear" a "crude spear" less-sharp weapon.
"craft rocktip bolts (50)" stone-age tech (uses ROCKTIP plant's wood)
"craft rocktip arrows (50)" stone-age tech (uses ROCKTIP plant's wood)

Craft rock animal trap
Craft rock chain
Craft rock crutch
Craft rock mechanism
Craft rock mechanism (magma safe)
Craft rock blocks (magma safe)
Craft cement blocks

Craft rock menacing spike
Craft rock serrated disc
Craft rock giant axe blade
Craft rock corkscrew, difficult
Craft rock spiked ball
Craft rock splint
Craft rock traction bench
Craft rock tube section

Craft rock vials
"craft rock bucket" (I've seen one on television, good for hot coals)
"craft rock flasks". It's like stone mugs, but flask/canteen shape.

Cut obsidian into gem
Cut large gem into gems

----

----

Charcoal furnace: convert cheap (value 1) wood into charcoal, convert nice wood into charcoal, convert best wood into charcoal.
"charcoal from cheap wood" 2 units of charcoal from 22-40 kg haulful of wood.
"charcoal from nice wood"
"charcoal from best wood"

Smelter:
iron ore into coarse iron, which needs further refining.
"make coke from peat"
"make coke from anthracite"
"make coke from bituminous coal"
"make coke from lignite"
"make brass bars (use ore)"
"make brass bars (use bars)"
"make bronze bars (use ore)"
"make bronze bars (use bars)"
"make pig iron bars" iron + coal -> pig iron
"make white bronze bars" CuNi, 3 copper 1 nickel -> 4 white bronze

Finishing forge:
"hammer coarse iron" pure_iron into weapons-grade iron (improve its carbon content).
"make steel bars (using pig iron)" iron+pigiron+coal -> steel

Crucible:
"make steel bars (crucible)"
"make black steel bars" ilmenite + coal + green glass -> black steel
Magma crucible: "make red steel bars (magma)" from steel and bauxite.

Blast furnace:
> Make batch of steel bars from ore
6 iron ore boulders +  3 flux stones + 4 coal -> 6 steel bars
Requires fuel
(Furnace operating)

> Make batch of steel bars from bars
6 iron bars +  3 flux stones + 4 coal -> 6 steel bars
Requires fuel
(Furnace operating)

Alchemy:
> Create artificial rubies
3 cut clear glass + gold bar = 3 cut rubies

> Create artificial star rubies
3 cut crystal glass + gold bar = 3 cut star rubies

> Transmute aluminum into mithril
aluminum bar + brimstone boulder = mithril bar + 75% brimstone boulder

> Transmute billon into tin (2 to 1)
2 billon bars + flux boulder = tin bar + 75% flux boulder

> Transmute brass into tin (2 to 1)
2 brass bars + flux boulder = tin bar + 75% flux boulder

> Transmute cobalt into iron (2 to 1)
2 cobalt bars + flux boulder = iron bar + 75% flux boulder

> Transmute copper into gold (2 to 1)
2 copper bars + flux boulder =  gold bar + 75% flux boulder

> Transmute gold into copper (2 to 1)
2 gold bars + flux boulder =  copper bar + 75% flux boulder

> Transmute gold into sun gold (2 to 1)
2 gold bars + orthoclase boulder =  sun gold bar + 75% orthoclase boulder

> Transmute lead into tin (2 to 1)
2 lead bars + flux boulder = tin bar + 75% flux boulder

> Transmute silver to moon silver (2 to 1)
2 silver bars + selenite boulder =  moon silver bar + 75% orthoclase boulder

> Transmute zinc into tin (2 to 1)
2 zinc bars + flux boulder = tin bar + 75% flux boulder

----
Furniture workshop:
craft clear glass bed (b)
craft green glass bed (B)
craft crystal glass bed (Alt+b)
craft clear glass grate (g)
craft green glass grate (G)
craft crystal glass grate (Alt+g)
craft clear glass bin (i)
craft green glass bin (I)
craft crystal glass bin (Alt+i)
craft clear glass slab (s)
craft green glass slab (S)
craft crystal glass slab (Alt+s)
craft clear glass barrel (r)
craft green glass barrel (R)
craft crystal glass barrel (Alt+r)
craft rock bed (e) - cloth on top of rock.
craft rock bin (n)
craft leather bin (l) - lighter than most wooden bins.
craft wooden millstone (m)
craft wooden quern (q)
craft wooden staff - needed for Altar of Nature
craft wooden spear - deadly enough, on wildlife
craft wooden dagger
----
Kiln:
cremate bodyparts [might want to spin the animal hair into thread first]
cremate remains [vermin bodies]
----
Altar of nature:
"sac rat remains, seeds" sacrifice vermin
"sacrifice ashes, wood" might get cave wood logs
"sac horns&teeth, seeds" get rare seeds
"sac bodyparts, ash&copper"
"sac more parts, wood" needs seven pieces in.
"cheese grows fungiwood" edible or rotten cheese in.
"make ice with nether-cap" uses air moisture. usually melts right away. Useful in zero-water embark?
----
Altar of war:
"sacrifice copper weapon" 2% chance of legendary blacksteel weapon
"sacrifice iron weapon" 4% chance of legendary bronze weapon
"sacrifice steel weapon" 8% chance of legendary blacksteel weapon
----
Minerals:
Pentlandite ore.
at the stonecutter/grinder : make cement blocks, by combining certain stones with certain sands.
much price adjustments.

- Goethite, Apatite: Goethite as a low-iron ore, appears in swampy soil; apatite as a new layer rock, with two new lead ores appearing in it.
- New metals and ores: Cobalt, Goethite (iron ore found in soil), black steel, red steel.
- Coarse iron: The iron you get from the iron ores cannot be used for weapons/armor. You have to harden it in a finishing forge
- Charcoal furnace: An effective way to make coal.
- Blast Furnace: Suited for mass-smelting.



Metals:
meteorite (good rare steel)
sun gold, elf-only
ironwood (SPELLWOOD metal), elf-only
White Bronze (CuNi, seawater corrosion resistant)



Toys:
Shaman ring, needed for building Altar of War and Altar of Nature.

Food:



Plants:
glowstring grass makes valuable thread and paper.
Blueshroom, inedible, for dye.

Biome-specific grass:
Tundra:
- polar grass, moss.
- lichen - savage region.
Not freezing:
- sparkly grass, transparent grass - good regions.
- wormy tendril, oily grass - evil regions.
- thorny grass - savage region.
- fungal eyestalks - savage evil region.

Grassland: meadow grass.
Forest: forest grass.
Savanna: savanna grass.
Swamp, marsh: swamp grass.
Mountains: highland grass.
Desert/badlands: pebble plant.

Caverns 1: cave moss, floor fungi.
Caverns 2: red moss, purple moss.
Caverns 3: crystal lichens, glassy moss.


Trees by TomiTapio:


Animals:
Pekyt, sort of cave sheep that can be farmed for ToughLeather.
Giant Floater by Vorthon


Monsters:
Bronze Statue (tough, small, slow)
Tangparral monk (adventuring melee human)
X monk (adventuring melee human)
Z monk (adventuring melee human)


Dwarf castes:
Stone Clan: Stone Clan dwarves are the most frequent caste of the mountain dwellers. They have thick skin and muscles and they almost lack pain receptors in these tissues. Also their bones are hard and heal quickly, so the frequent cave-ins they cause is not a big deal for them.
Jade Clan: Jade Clan dwarves has announced their caste by themselves. They do not possess magical powers or twisted bodies, actually they are common dwarves. But their learning abilities and mental stats make other dwarves' to look like idiots. They carefully pick new members of their caste and share their knowledge and secrets with them. They often take roles of nobles and scholars.
Obsidian Clan: Obsidian Clan dwarves possess a fire spirit of an ancient origin. They are great metalsmiths and furnace operators.
Shroom Clan: It is said that if you eat too many mushrooms and drink too much mushroom wine, your baby will be a Mushroom dwarf. These guys are extremely cheerful, sometimes even maniacal and crazy. They cannot learn as fast as other dwarves, but they can give births to multiple babies and they mature very fast. Their lowered vision doesn't stop them from trying to get anywhere you do not want them, just to see what's up with that place.
Moss Clan: It is said that Moss Clan dwarves can live anywhere. While it's not totally true, they can be good settlers in savage areas. They do not catch diseases as easy as other dwarves and their flesh heals at a lightning speed, making them easier to survive in location with a constant outside threat.
Steel Clan: Steel Clan dwarves are rarely born to a family which was blessed by a god. They take longer to mature, but they always become great heroes and strong leaders. Nobody saw a sick steel dwarf either, it looks like they just ignore any disease they encounter. Their body emanates power, and even deep wounds regenerate magically fast.
Aspid Clan: It's unknown what caused the appearance of Aspid Clan dwarven caste. Some say they were some cultists worshipping a great snake god, some say they were affected by a forgotten beasts' poison. In any case, nowadays it's possible to meet dwarves which bear the mark of the snake.
Deep Clan: It is said that Deep Clan are born to a family which was cursed by a god or an ancestor spirit. These bold beardless dark skinned abominations are paranoid and malevolent. Their body is weaker than of a dwarf, but they cannot conduct a disease. They rarely make friends and are doomed to be outcasts of the dwarven society. However they are usually good wood-, bone- and stonecrafters.
Shield Clan: The combatant mindset of Shield Clan dwarves lets them learn the ins and outs of combat quicker than their fellows. Their legs however can never be as swift as the fastest of other castes.
Domple Clan: Unfortunately, some dwarves will never realize the glory of metalworking or stonecrafting. They are slow of mind, haphazard of beard, and childlike in thought. Their blades will never strike true and even the goats will laugh at them. Learning is not for them, but they don't get distracted from their hauling duty. They are addressed as a "clan" by others with humor.
Title: Re: [42.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on February 04, 2016, 02:01:09 pm
Small graphical example of Ironhand tiles:
Spoiler (click to show/hide)
Title: Re: [42.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: Arbinire on February 06, 2016, 12:36:59 pm
sweet, will be giving this a go after the latest fort I built.

Curious about this though:
- goblins and groblins to BABYSNATCHER, to guarantee hostilities. goblines' hostility is from ethics.

Does that mean no more goblin bards showing up at forts?
Title: Re: [42.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: SalmonGod on February 06, 2016, 03:07:36 pm
Ptw
Title: Re: [42.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on February 08, 2016, 03:38:17 pm
At the moment, goblins are three different species, two of them babysnatchers, and goblines not, just evil ethics. More goblins means more hostiles, right? I want more sieges.

One might get gobline bards and such visiting. One might try welcoming them in a grassy-mossy cave room, where a bonfire_workshop sits... and an 'accidental' grassfire might burn the gobline guests.
If some monsters or civs seem to weak, drop me a line, I might give 'em a bit more fighting skills.
Title: Re: [42.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: melmarkian on February 11, 2016, 01:10:40 pm
Hey, I have noticed you set different TISSUE properties for the dwarven castes. I think you always override  them on a creature level and end up with the values of the last defined caste for the entire creature class.
I tried to give a caste iron skin and ended up a whole ironskinned race.

Thanks for your great mod
Title: Re: [42.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: vjmdhzgr on February 11, 2016, 05:57:02 pm
Hey, I have noticed you set different TISSUE properties for the dwarven castes. I think you always override  them on a creature level and end up with the values of the last defined caste for the entire creature class.
I tried to give a caste iron skin and ended up a whole ironskinned race.

Thanks for your great mod
No. Almost every single token can be applied to only one caste. The only ones that aren't are things like [NAME:] or something.
Title: Re: [42.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: melmarkian on February 13, 2016, 08:28:28 am

No. Almost every single token can be applied to only one caste. The only ones that aren't are things like [NAME:] or something.

Hi, I have tested it. I have set the values of the Tissues of the female domple, the last one defined in the creature_dwarf file to healing 1:
Spoiler (click to show/hide)

And a quick test in the arena shows that every dwarf, regardless of caste heals lightning fast when the selected tissues get hurt. Here is a thread talking about it. http://www.bay12forums.com/smf/index.php?topic=102433.5 (http://www.bay12forums.com/smf/index.php?topic=102433.5) As far as I know it was changed in some version. Maybe the original mod was before the change?
Title: Re: [42.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on February 13, 2016, 11:53:14 am
Thanks for reporting the issue!

thread said: "0.34 made materials creature-level, so defining or modifying a material at caste level doesn't work anymore. "
hmm.
I guess the main workaround is "only caste X has bodypart Y, and bodypart Y uses a special tissue and material. No other caste has this bodypart."

Yeah OldGenesis is based on Genesis 34.11, mid-2012. Guess I gotta remove the materials-for-castes.
You reckon [CREATURE_CLASS:NO_POISON] is creature-level now? (Wiki says it's caste-level)

Ok I removed all select_tissue stuff from dwarf castes, what else would be related to this issue? Thanks again melmarkian for finding this out.

.06 version any day now, once I get around to it.
Title: Re: [42.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: melmarkian on February 13, 2016, 01:12:28 pm
Hey,
I´m glad I can help. I have test the CREATURE_CLASS-Tag and it still works on different castes. To get different tissues in a single creature I had to define a body with different materials and templates for every caste.
Something like:
CASTE
Spoiler (click to show/hide)

BODY DETAIL PLAN
Spoiler (click to show/hide)

TISSUE TEMPLATE (With the Properties of the actual skin)
Spoiler (click to show/hide)

MATERIAL TEMPLATE
Spoiler (click to show/hide)

This should work. Maybe you can do it less complicated, but thats how it worked for me. Most of the stuff you can just copy-paste and give it a different name.

Title: Re: [42.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: melmarkian on February 13, 2016, 04:53:28 pm
Doublepost  ;)

I have discovered a reason for a lot of crashes in worldgen! In the entity files for the beastmen and the serpentfolk you have [GENERATE_DANCE_FORMS] or other music tags but not the required [GENERATE_MUSICAL_FORMS]. After removing the tags from both files, it did no longer crash when genning a world. Tried around 10 times now.
And what should the darkdwarf entity accomplish? They just generate pantheons, but I have not seen a single creature in the legend files.
Title: Re: [42.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on February 14, 2016, 12:47:34 pm
~-~ All dwarven flesh is the same! OldGenesis 0.42.06 update  ~-~

Phoebus: http://dffd.bay12games.com/file.php?id=11589
Ironhand: http://dffd.bay12games.com/file.php?id=11588
ascii: http://dffd.bay12games.com/file.php?id=11593

2016-02-14: updated to 0.42.06
- vanilla: some bone-carving reactions, make specific crafts, carve bone gem. The reactions are adventure-mode enabled.
   the new reactions require an edged tool: [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]

- dwarf caste tissue commands changed all dwarves, as tissues are creature-level stuff since 2012. Caste-specific tissue boosts REMOVED now. Thanks fly out to melmarkian.
- several creatures got:  [LOCAL_POPS_PRODUCE_HEROES] --new with 0.42.xx: wild creature can join a civilization.
- "Nightmare" demon horse boosted from 500kg to 1500kg and dodges more now
- worldgen should crash less, now that Beastmen and Serpentfolk are danceless and musicless. They were dance-only in earlier OldGenesises. Thanks again melmarkian.
Title: Re: [42.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on February 14, 2016, 12:52:47 pm
I have discovered a reason for a lot of crashes in worldgen! In the entity files for the beastmen and the serpentfolk you have [GENERATE_DANCE_FORMS] or other music tags but not the required [GENERATE_MUSICAL_FORMS]. After removing the tags from both files, it did no longer crash when genning a world. Tried around 10 times now.
And what should the darkdwarf entity accomplish? They just generate pantheons, but I have not seen a single creature in the legend files.
Thanks for testing!
Weeks ago, I tried removing entities (including the ones you mentioned) but it still crashed.
Really, those tags are the culprit? Hmm. *sighs and reuploads all three OldGen archives*

Dwarf tissues, it's not that important that they heal at different rates or that their skin/fat feels less pain. I'll leave the flesh differences out, they have learning speeds, personalities, physical and mental attribute ranges, social skill learning speeds, poison immunity, viewrange(that creature level? no.) and domples can't ever swim.

Dark Dwarves are flavor, and I guess a lack of vanilla features relating to subterranean civilizations makes them not appear.
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: Deon on February 14, 2016, 08:58:43 pm
I rewrote the crafting into category menus in DF Wanderer mod. Please feel free to reuse the reaction trees for the adventure mode crafting if you have time to integrate it.
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on February 17, 2016, 12:26:48 am
Trying a Phoebus gfx fort.
Encountered some dark dwarves, see 'em melmarkian :-)
Spoiler (click to show/hide)

They slew a Reacher.
They fight a lot of things. A Goblin Wrestler comes to visit our inn.
A beholder torments two crippled Dark Dwarves forever, beneath our settlement. The rest of the DDs are dead.
Later we go loot the DDs killings. We lose many dorfs.

Ooh, two Petitions! Two foreigners want to _soldier_ here.
9 of 16 citizens in the hospital, including 3 children, because we opened the path to caves-2 or caves-3... Shoulda had some traps to protect the settlement.
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: bluwolfie on February 17, 2016, 01:13:41 am
Are sieges in? I've been playing the same fort for like two years in game and haven't had anything occur.. But I did retire the fort a couple of times to move in some adventurers.. Not sure if that affected it
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on February 21, 2016, 07:13:58 pm
Are sieges in? I've been playing the same fort for like two years in game and haven't had anything occur.. But I did retire the fort a couple of times to move in some adventurers.. Not sure if that affected it
OldGenesis should get more sieges than vanilla, since we have more hostile civs. Two years is pretty short, get to 85 dorfs first.
On embark check that there's hostile civs (red dashed line) before embarking.

Question: what creatures would urgently need an icon? You see missing animal/monster tiles often?
(Deon drew all the icons back in the day, and I've added lots of creatures since. Vanilla's added lots of creatures too.)
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: Paranoid Alaskan on May 01, 2016, 01:51:37 pm
Quick Question, I came over from the old thread and I would like to ask what version of Genesis that is and is their a way to update it to the current version of DF?
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: Deon on May 01, 2016, 01:53:05 pm
This is the continuation of the old thread, updated and maintained by TomiTapio, and you can see the version of the game in the thread title.
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: Paranoid Alaskan on May 01, 2016, 01:56:32 pm
This is the continuation of the old thread, updated and maintained by TomiTapio, and you can see the version of the game in the thread title.

Is their a way to move a fortress from the older version of Gen. to the newer one? or would their be a lot of Death and Mayhem FUN!! in me trying to do it?

Never mind, just tried to convert
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on May 11, 2016, 11:21:15 pm
Oh, .02 of the latest vanilla DF is out already.

OldGenesis update coming Any Week Now... when I get to it. Should take me only 1.5 hours.

Anyone got creatures, creature icons, or plants they want to contribute to OldGenesis?
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on May 23, 2016, 11:36:32 am

Updating OldGenesis to 0.43.03 is done, I need to do some testing, maybe upload them to DFFD tomorrow.
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: Paranoid Alaskan on May 24, 2016, 04:21:55 pm
There appears to be a glitch when trying to make black steal. It will not let me make some even though I have all the components needed to make it.
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on May 24, 2016, 09:08:41 pm
There appears to be a glitch when trying to make black steal. It will not let me make some even though I have all the components needed to make it.
Hmm, I gotta keep an eye on that when I do the testing.
The recipe is
Spoiler (click to show/hide)
possibly it might require a certain type of coal, not sure.
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: Paranoid Alaskan on May 24, 2016, 09:19:36 pm
There appears to be a glitch when trying to make black steal. It will not let me make some even though I have all the components needed to make it.
Hmm, I gotta keep an eye on that when I do the testing.
The recipe is
Spoiler (click to show/hide)
possibly it might require a certain type of coal, not sure.

It says I don't have any ilmenite which I do have some. As a matter of fact I have way more then anyone would need.
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: Meph on May 25, 2016, 11:41:45 am
Not sure if the new version still recognizes the reagents from pre 31.25.

Code: [Select]
STONE:NO_SUBTYPE:STONE:ILMENITEshould be
Code: [Select]
BOULDER:NONE:INORGANIC:ILMENITE
Title: Re: [42.06] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on May 25, 2016, 11:46:50 am
Thanks Meph. And thanks Paranoid Alaskan for finding the bug.
I'll have a "sharp stone + helve = stone battleaxe" reaction in adventure mode, since only battleaxes can chop trees for now. (vanilla bug)

Uploading quite soon, did enough adventurer testing.
Title: [43.03] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on May 25, 2016, 12:35:48 pm
~-~ What the heck is a helve?!? OldGenesis 0.43.03 update is here  ~-~

Phoebus: http://dffd.bay12games.com/file.php?id=12079
Ironhand: http://dffd.bay12games.com/file.php?id=12078
ascii: http://dffd.bay12games.com/file.php?id=12077

2016-05-25: updated to 0.43.03

- vanilla: helve(tool handle) and stone axe, new adventurer crafting reactions.
  adventure mode new stuff: 'b' to build a workshop, 'x' menu inside carpenter workshop to do carpentry.
  'g' grab menu to fell a tree. You need an axe. 'g' grab branch from tree to make a helve(handle).
  Sharp rock+helve=axe. (have both hands free before grab stones from ground.) ('r'emove branch from backpack to get into hand.)
- OldGenesis adventurer crafting hack: "assemble stone b axe" makes a battleaxe from the helve+sharp. Only a battleaxe can fell a tree (vanilla bug).
 
- black steel making should work now, thanks to new user Paranoid Alaskan and Meph for helping with the issue.
- removed basic work and weapon skills from all dwarves, had too many boring mason/blacksmith/engraver immigrants.
- added "redja wolf", in deserts and tropical. At 14-20 kg it is much smaller than basic wolf (max 55 kg F, 80 kg M).

- gemstone golems cannot jump. Ettins cannot jump or have dodge skill (super bad coordination what with two heads).
- Minotaurs cannot jump. Minotaur movement and attack speed boosted.
- elephant and forest elephant soundmessages added.
- parsnip's alcohol, parsnip wine, removed as too silly.
- carrots are rarer in the wild. Barley no longer in zillion biomes. Rhubarb and soybean rarer.
- Phoebus: rowan tree's berries no longer use spider-vermin tile.


2016-02-14: updated to 0.42.06
- vanilla: some bone-carving reactions, make specific crafts, carve bone gem. The reactions are adventure-mode enabled.
   the new reactions require an edged tool: [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
- dwarf caste tissue commands changed all dwarves, as tissues are creature-level stuff since 2012. Caste-specific tissue boosts REMOVED now. Thanks fly out to melmarkian.
- several creatures got:  [LOCAL_POPS_PRODUCE_HEROES] --new with 0.42.xx: wild creature can join a civilization.
- "Nightmare" demon horse boosted from 500kg to 1500kg and dodges more now.
- worldgen should crash less, now that Beastmen and Serpentfolk are danceless and musicless. They were dance-only in earlier OldGenesises. Thanks again melmarkian.


Read the "OldGenesis documentation.txt" for fortress mode knowledge. (bonfire, melt ice to bucket, press drinking water from plants etc.)
Read "reaction_wanderer.txt" for Deon's adventurer crafting things.
Title: Re: [43.03] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on May 27, 2016, 08:59:17 am
a patch for graphics_example.txt , dwarf icons:
(in the olden days Deon just drew new icons, I got no icon-drawing skill)
   -new in 0.42.xx :
   [PAPERMAKER:DWARVES:8:7:AS_IS:DEFAULT] -using 8:7 strand-ex
   [BOOKBINDER:DWARVES:8:7:AS_IS:DEFAULT] -using 8:7 strand-ex
   
   [TAVERN_KEEPER:DWARVES:11:9:AS_IS:DEFAULT] -using brewer 11:9
   [PERFORMER:DWARVES:9:8:AS_IS:DEFAULT] -using beekeeper 9:8
   [POET:DWARVES:9:8:AS_IS:DEFAULT] -using beekeeper 9:8
   [BARD:DWARVES:4:0:AS_IS:DEFAULT] -using drunk 4:0
   [DANCER:DWARVES:9:8:AS_IS:DEFAULT] -using beekeeper 9:8
   
   [SAGE:DWARVES:8:6:AS_IS:DEFAULT] -using psychiatrist 8:6
   [SCHOLAR:DWARVES:8:6:AS_IS:DEFAULT] -using psychiatrist 8:6
   --already in. PHILOSOPHER:DWARVES:10:2:AS_IS:DEFAULT] -using philosopher 10:2 with questionmark
   [MATHEMATICIAN:DWARVES:10:10:AS_IS:DEFAULT] -using lyemaker 10:10
   [HISTORIAN:DWARVES:10:10:AS_IS:DEFAULT] -using lyemaker 10:10
   [ASTRONOMER:DWARVES:10:10:AS_IS:DEFAULT] -using lyemaker 10:10
   [NATURALIST:DWARVES:10:10:AS_IS:DEFAULT] -using lyemaker 10:10
   [CHEMIST:DWARVES:10:4:AS_IS:DEFAULT] -using 10:4 with potions
   [GEOGRAPHER:DWARVES:10:10:AS_IS:DEFAULT] -using lyemaker 10:10
   [SCRIBE:DWARVES:10:10:AS_IS:DEFAULT] -using lyemaker 10:10

beekeeper icon is nice because of the green mask/veil on face.
using strand-extractor on the paper professions because of long white string.
Now to try similar "close enough" icon choosing for all the civilizations.
Title: Re: [43.03] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: Rumrusher on May 29, 2016, 05:30:44 am
you probably should make an adventure reaction that turns stone axes into battle axes as currently 03 has a nasty 'bug' that doesn't recognize Stone tool axes as axes due to toady wanting to make wooden training axes not be able to chop down trees.
edit oh saw that you caught the bug. nvm.
probably going to see how well this works in dark ages as I kinda need more freaky playable monsters that probably can retire.
Title: Re: [43.03] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on June 05, 2016, 08:19:16 pm
Hey all, .03 Dwarf Therapist is out, it's unclear on the Therapist thread.
Go to https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts
and manually download the latest memory layout init-file.
Title: Re: [43.0] OldGenesis Mod - keeping the spirit of vanilla -Phoebus & Ironhand gfx
Post by: TomiTapio on July 04, 2016, 12:26:20 pm
I was waiting for .05 to come out, with the needed DLLs included, but ohwell.
~-~ What the Visual see plus plus repugsnabstable? OldGenesis 0.43.04 update is here  ~-~

Latest version is on DFFD now.
Phoebus: http://dffd.bay12games.com/file.php?id=12223
Ironhand: http://dffd.bay12games.com/file.php?id=12222
ascii: http://dffd.bay12games.com/file.php?id=12221

_____NOTE YOU MUST INSTALL SOME VISUAL C++ DLLs, for DF to work_____
https://www.microsoft.com/en-us/download/details.aspx?id=48145


2016-07-04: updated to 0.43.04
- vanilla: paper slurrys get [STOCKPILE_GLOB_PASTE]
- the executable has problems of 'Visual C++ libraries aren't included with this release', you must install some.

- 0.42.xx 's new jobs have been assigned creature graphics tiles. No more blue-colour visitors.
  eg. [PAPERMAKER:GOBLINS:0:11:AS_IS:DEFAULT] - using soapmaker 0:11 (holding a generic white)
  groblin and gobline (the splinter civs of regular goblins) have graphics tiles now
  graphics tilechoice of DUNGEON_NASTER removed.
- groblin and gobline ethics adjusted.
- reduced tool prices(values), do NOT get rich by selling 30 wheelbarrows/minecarts/stepladders to the dudes' camel-caravan. "too bulky, we don't want 'em"


Thanks to you 300+ people who downloaded version 43.03!
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on July 10, 2016, 10:37:58 am
I guess my next OldGenesis release should be the 32-bit version, since the 64-bit is experimental??
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: SalmonGod on July 10, 2016, 09:29:54 pm
Isn't 43.05 fully 64-bit?  No longer experimental, I think?
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on July 16, 2016, 09:04:25 am
~-~ Janky ol' OldGenesis 0.43.05 version is here  ~-~

Latest version is on DFFD now. 32bit executables are included.
Phoebus: http://dffd.bay12games.com/file.php?id=12269
Ironhand: http://dffd.bay12games.com/file.php?id=12268
ascii: http://dffd.bay12games.com/file.php?id=12267
recommend you continue your .04 fortress, not much raws changes. Use latest executable, because of the bug fixes.

Code: [Select]
2016-05-25: updated to 0.43.03

- vanilla: helve(tool handle) and stone axe, new adventurer crafting reactions.
  adventure mode new stuff: 'b' to build a workshop, 'x' menu inside carpenter workshop to do carpentry.
  'g' grab menu to fell a tree. You need an axe. 'g' grab branch from tree to make a helve(handle).
  Sharp rock+helve=axe. (have both hands free before grab stones from ground.) ('r'emove branch from backpack to get into hand.)
- OldGenesis adventurer crafting hack: "assemble stone b axe" makes a battleaxe from the helve+sharp. Only a battleaxe can fell a tree (vanilla bug).
 
- black steel making should work now, thanks to new user Paranoid Alaskan and Meph for helping with the issue.
- removed basic work and weapon skills from all dwarves, had too many boring mason/blacksmith/engraver immigrants.
- added "redja wolf", in deserts and tropical. At 14-20 kg it is much smaller than basic wolf (max 55 kg F, 80 kg M).

- gemstone golems cannot jump. Ettins cannot jump or have dodge skill (super bad coordination what with two heads).
- Minotaurs cannot jump. Minotaur movement and attack speed boosted.
- elephant and forest elephant soundmessages added.
- parsnip's alcohol, parsnip wine, removed as too silly.
- carrots are rarer in the wild. Barley no longer in zillion biomes. Rhubarb and soybean rarer.
- Phoebus: rowan tree's berries no longer use spider-vermin tile.

-----------------

2016-07-04: updated to 0.43.04

- vanilla: paper slurrys get [STOCKPILE_GLOB_PASTE]
- the executable has problems of 'Visual C++ libraries aren't included with this release'

- 0.42.xx 's new jobs have been assigned creature graphics tiles.
  eg. [PAPERMAKER:GOBLINS:0:11:AS_IS:DEFAULT] - using soapmaker 0:11 (holding a generic white)
  groblin and gobline (the splinter civs of regular goblins) have graphics tiles now
  graphics tilechoice of DUNGEON_NASTER removed.
- groblin and gobline ethics adjusted.
- reduced tool prices(values), do NOT get rich by selling 30 wheelbarrows/minecarts/stepladders to the dudes' camel-caravan. "too bulky, we don't want 'em"

-----------------

2016-07-12: updated to 0.43.05 (32-bit version)

- vanilla: Gorlaks can open doors, aren't using humanoid relative sizes anymore (big head allowed).
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: squamous on July 22, 2016, 10:44:09 pm
Is this mod compatible with Fortress Defense?
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on July 24, 2016, 12:15:18 pm
Is this mod compatible with Fortress Defense?
Probably not, since OldGenesis has different weapons and armor than Fortress Defense civilizations. Different PAIN and BLEED amounts in all creatures, too. (To fix "arrow to creature's toe! it faints")

OldGenesis has plenty of hostile civs: illithids(mind flayers), centaurs, beastmen(no weapons), demons, serpentfolk, goblins, groblin(crude), gobline(more civilized).
Check when choosing an embark who your neighbours are. (red dashed line, means at war?)


If you want the invaders to be stronger:
- don't build trap corridors
- don't wall off the outdoors or use drawbridges, because "foes break wall" hasn't been programmed by Toady yet
- boost enemy creature speed and natural skills (give [NATURAL_SKILL:DODGING:7] [NATURAL_SKILL:MELEE_COMBAT:5] )
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: vjmdhzgr on July 24, 2016, 01:37:52 pm
Is this mod compatible with Fortress Defense?
Probably not, since OldGenesis has different weapons and armor than Fortress Defense civilizations. Different PAIN and BLEED amounts in all creatures, too. (To fix "arrow to creature's toe! it faints")

OldGenesis has plenty of hostile civs: illithids(mind flayers), centaurs, beastmen(no weapons), demons, serpentfolk, goblins, groblin(crude), gobline(more civilized).
Check when choosing an embark who your neighbours are. (red dashed line, means at war?)
Big red letters saying WAR mean you're at war. A red dashed line means you're in some kind of permanent conflict like babysnatchers and non-babysnatchers. Which I think as far as fortress mode is concerned, is about as good as being at war.

EDIT: Oh, also "Arrow to creature's toe! it faints" is already fixed in vanilla Dwarf Fortress. Smaller body parts have less pain now compared to other ones. There's also less pain in general. The vanilla pain receptor value of 50 for bone is a point where quite often entire limbs will be broken and they won't even have the pain debuff. So you can probably just increase that again.
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: squamous on July 28, 2016, 08:31:31 pm
Is this mod compatible with Fortress Defense?
Probably not, since OldGenesis has different weapons and armor than Fortress Defense civilizations. Different PAIN and BLEED amounts in all creatures, too. (To fix "arrow to creature's toe! it faints")

OldGenesis has plenty of hostile civs: illithids(mind flayers), centaurs, beastmen(no weapons), demons, serpentfolk, goblins, groblin(crude), gobline(more civilized).
Check when choosing an embark who your neighbours are. (red dashed line, means at war?)


If you want the invaders to be stronger:
- don't build trap corridors
- don't wall off the outdoors or use drawbridges, because "foes break wall" hasn't been programmed by Toady yet
- boost enemy creature speed and natural skills (give [NATURAL_SKILL:DODGING:7] [NATURAL_SKILL:MELEE_COMBAT:5] )

Oh I actually play adventure mode most of the time. My personal taste is that more species to populate the world is nothing but a good thing, so I always jump at the chance to add more of them. But if they're incompatible I guess nothing can be done about it.

EDIT: Unrelated question, why is it that no matter what I do, I can never seem to have more than 50-60 civs even on huge maps with everything else turned down? I can do it in vanilla and even Masterwork, but not here. Is there something I need to change?
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on August 06, 2016, 05:37:47 pm
How's everyone enjoying OldGenesis?

Sorry, squamous, I do not know why the civs are limited to 60 here. Don't think my custom world_gen.txt settings limit it.
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: squamous on August 09, 2016, 02:08:11 am
How's everyone enjoying OldGenesis?

Sorry, squamous, I do not know why the civs are limited to 60 here. Don't think my custom world_gen.txt settings limit it.

Oh that's my bad, I mistyped it. What I meant to say is that the game consistently crashes when I go higher.
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: squamous on November 08, 2016, 02:06:50 am
Hate to self-bump but I still haven't solved my problem. It seems absolutely impossible to go anywhere beyond 70 (used to think it was 60 but I've been playing for several months and it looks like 70 is as numerous as it gets) civs, even on large maps. Its like there's an invisible hard limit somehow, and I can't figure out why. Vanilla and Masterwork let me easily hit 130 civs on a medium world, for example, so there's probably something going on here.

EDIT: On an unrelated note, I've also never seen an Illithid society make it past history gen. Might be something in the raws.
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: Nightcore Angel on November 10, 2016, 12:37:12 am
@TomiTapio ??? I dont quite understand, why isnt there a 43.05 with 64bit? 43.04 is experimental, 43.05 is fully integraged. I really do hope you would add the 64bit to it, this mod is awesome but df could only goes so far in term of performance in 32, i was hoping to make mega builds with this mod but thats one of the limiting factors
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: vjmdhzgr on November 13, 2016, 12:48:44 pm
@TomiTapio ??? I dont quite understand, why isnt there a 43.05 with 64bit? 43.04 is experimental, 43.05 is fully integraged. I really do hope you would add the 64bit to it, this mod is awesome but df could only goes so far in term of performance in 32, i was hoping to make mega builds with this mod but thats one of the limiting factors
As far as I know mods don't need to be ported to 64bit versions. So you can just download the 64bit normally and the 32bit of this mod and copy all the mod files over to the vanilla one. Or maybe the reverse, there are places for mistakes in both, but either could work.

If you don't know where exactly the files for the mod are, they're most of the raw folder (specifically objects and graphics, though copying interaction examples over too shouldn't matter), and a few within the data folder. I believe it's just the speech and init folders you need to copy over. That should get you a 64bit version of the mod, but it has been a while since I've done any modding so I'm not completely sure if that's all you need to do.

EDIT: I've tried it myself, and it seems you'll also need to copy the file "ironhand" from the data/art folder.
EDIT2: You'll also need to delete a few files from the 64bit version's raw/objects folder. A few creature files that aren't overridden by Genesis. They're easy enough to find by copying every file over from the Genesis raw folder at once and then seeing which files weren't replaced.
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on December 16, 2016, 11:04:23 pm
Thanks vjmdhzgr.
I'm still alive, but not paying any attention to DF forums. Shout at me on Twitter, @Tomi_Tapio, if you got questions.

Especially shout at me if there's a new DF version.

--------------------------------
"I dont quite understand, why isnt there a 43.05 with 64bit?"
- Because the 32bit and 64 bit have the same raws and graphics folders. If you are unable to copy the raws and init-settings over, don't use 64-bit DF OldGenesis, use the 32-bit "works on every pc" version.
- Because I don't want to upload SIX versions (32bit x three gfx sets, 64bit x three gfx sets)
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: Nightcore Angel on December 22, 2016, 06:05:24 am
"I dont quite understand, why isnt there a 43.05 with 64bit?"
- Because the 32bit and 64 bit have the same raws and graphics folders. If you are unable to copy the raws and init-settings over, don't use 64-bit DF OldGenesis, use the 32-bit "works on every pc" version.
- Because I don't want to upload SIX versions (32bit x three gfx sets, 64bit x three gfx sets)
Ahahaha ok, thx Tomi, its just that my compy is a potato, and i rely on 64bit structure to run games properly, especially forts with 40+ pop
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: burchalka on January 08, 2017, 07:55:52 am
Just posting to keepalive the topic.
Yesterday started a fort in tropical marsh biome with 2 layer aquifer.
Spent entire evening following aquifer piercing instruction on dfwiki. Screwed it up a little (got an up/down stair instead of a ramp constructed - hence can't use as source tile for pump). Will consider draining it off the map some day to prettify this.
I got 10 each of the special stones (ilmenite, bauxite, orthoclase, selenite) - now thinking of best use for them. Please advice.

The only steel dwarf out of ~30 population will be the beginning of this forts military.

Next thing is to try and speed-run for magma using this method (http://www.bay12forums.com/smf/index.php?topic=145053.0)...
Title: Re: [43.04] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on January 16, 2017, 05:51:01 am
Maintainer / modder of OldGenesis is still alive, that is me. Waiting for next DF release and then I'll do 4-6 hours of modding/updating.

One can drop me a message on Twitter to get my attention: https://twitter.com/Tomi_Tapio
Title: Re: [43.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: squamous on February 03, 2017, 06:25:54 pm
So in the phoebus version, I noticed a lot of sprite sheets detailing both drow and dark dwarves. Is there a possibility of them being made playable or added as civs in the future? I also tried looking in the raws/objects folder to see if I could make them a playable adventure race, but was unable to find them.

EDIT: also, it seems that animal people and demons have no tiles at all, for phoebus at least.
Title: Re: [43.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on February 25, 2017, 06:55:11 am
Is there a possibility of them being made playable or added as civs in the future?
If you remove [SITE_CONTROLLABLE] from dwarves' entity/civilization (who are ENTITY:MOUNTAIN), you can put
[SITE_CONTROLLABLE] to any entity you like. Might get some reactions/workshops/nobles not working, cos it requires fine-tuning.


Here's a fun challenge: play a cult of dwarves Who Never Dig. Heretics, doing stuff from wood. OldGenesis has wooden spears and wooden clubs.
Bonus from having 3x3 zero tunnels: MUCH FASTER game-ticks per second! Very easy pathing for pathing algorithm.
Fun bonus: grass-fires are awful serious problem when you have flat 3x3 and no tunnels.
Title: Re: [43.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: malistaticy on March 01, 2017, 12:03:09 am
Is there any specific reason why DFHack doesn't work for old genesis?
Title: Re: [43.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on March 02, 2017, 05:43:55 am
I think DFHack should work on OldGenesis, since we have the same executable and same memory locations. Got different nobles and weapons and castes.
Dwarf Therapist works. But OldGenesis has been designed to not rely on DFhack. Is anyone using DFhack with OG?
Title: Re: [43.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: malistaticy on March 02, 2017, 08:43:17 pm
The closest ive gotten is copying the raws and data folder over a fresh 64-bit DF copy and using the dfhack beta, but it crashes when getting in game. world gen is fine, curiosly
Title: Re: [43.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on April 30, 2017, 02:31:39 pm
Have y'all tried a no-mining, surface-only "heretic fort"? OldGenesis has better leather armors, wooden clubs, stone-tipped wooden bolts for crossbows... AND crossbows have an "inbuilt bayonet", a stab-with-crossbow that is comparable to an okay dagger.
Also: no-mining, no-tunnels fort has more frames-per-second than regular forts!

I have tried to optimize the prettiness of various stone types seen in caves, in both Phoebus and Ironhand versions. I like mining. Then there are the new marbles and granites I added.

The closest ive gotten is copying the raws and data folder over a fresh 64-bit DF copy and using the dfhack beta, but it crashes when getting in game. world gen is fine, curiosly
If you copy-paste raws on top of other raws, everything breaks. Gotta delete the unwanted raws first.

Title: Re: [43.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: hurpfry on July 15, 2017, 07:06:03 pm
I think DFHack should work on OldGenesis, since we have the same executable and same memory locations. Got different nobles and weapons and castes.
Dwarf Therapist works. But OldGenesis has been designed to not rely on DFhack. Is anyone using DFhack with OG?
I'm trying tog et it working but the SDL.dll from dfhack seems incompatible with OG
Title: Re: [43.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on October 08, 2017, 02:44:55 am
Aw man, Dark Dwarf tribals in the caves, slaughtering Deep Ones, making corpses & refuse... my citizens want to go CLEAN UP down there.

(https://www.dropbox.com/s/e5x8q5t84ylx2fv/DF%20%20%20%20DLmLigeX0AArORy.jpg?raw=1)


How to embed a Dropbox image file here in the forums: append ?raw=1 to created link.
Code: [Select]
[img]https://www.dropbox.com/s/e5x8q5t84ylx2fv/DF%20%20%20%20DLmLigeX0AArORy.jpg?raw=1[/img]
Title: Re: [43.05] OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on December 14, 2017, 01:08:52 pm

OldGenesis 44.02 is coming soon, got some more graphics-tile-choosing to do, then testing,
then WinMerge the changes from Ironhand version to Phoebus and ascii versions.

Not that terribly many changes in the raws, mostly add MAMMAL and POISONOUS classes to creatures.
Title: Re: [44.02] OldGenesis Mod - the spirit of vanilla - Phoebus & Ironhand gfx
Post by: TomiTapio on December 16, 2017, 07:10:31 am
drumroll
~-~ Merry blood-red OldGenesis 0.44.02 update is here  ~-~

Latest version is on DFFD now:
http://dffd.bay12games.com/who.php?id=1538

2017-12-16: updated to 0.44.02
Spoiler (click to show/hide)
Thanks to all 760+ dwarfanatics who downloaded the previous version!
Title: Re: [44.02] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on December 17, 2017, 04:30:48 am
got a minor inspiration, and the 44.03 (X weeks from now) will have:
Spoiler (click to show/hide)
Title: Re: [44.02] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on December 20, 2017, 04:26:28 am
Here's OldGenesis 44.02a with ASCII tiles,
and it includes the things mentioned in the above post.

http://dffd.bay12games.com/file.php?id=13328

It's called OldGenesis because it continued Genesis 3.xx (2010-2012) when master Deon started Genesis 4.
and because googling for Genesis gets you the wrong things. Here's an example link to ancient DF 0.31.25 Gen 3: http://dffd.bay12games.com/file.php?id=3391
Title: Re: [44.02] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: Toxicshadow on December 20, 2017, 12:54:29 pm
Yes ASCII!! Any tips on converting an ironhand save or should I just gen a new world?
Title: Re: [44.02] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: Hugo_The_Dwarf on December 20, 2017, 05:11:41 pm
Should be able to configure your init files to be ascii, then hopefully the ascii version of the raws isn't too different you should be able to just drop the ASCII version into your data/saves/world/raw/object and it should set all the TILE settings and you should be able to just load it up and play.

Make a backup of your save 1st.
Title: Re: [44.02] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on December 20, 2017, 10:12:33 pm
Yes ASCII!! Any tips on converting an ironhand save or should I just gen a new world?
just use existing save. And expect many crashes and visitor_flood in 44.02. I estimate 44.03 arrives in 6 days.
the different tileset versions have quite different tree/plant/insect/furniture/terrain tile choices, so it will look crap when turn graphics tiles off.


ps. if anyone has graphics tile change suggestions for Ironhand or Phoebus, I'm listening. Furniture and cart tracks looking okay? Any wrong-looking trees or plants?

pps. animal sounds suggestions are also welcome, for adventurer mode. first number is distance is tiles (loudness), second is time delay between sounds
combat:       [SOUND:ALERT:22:2000:VOCALIZATION:bark:barks:a bark]
jus' chillin':  [SOUND:PEACEFUL_INTERMITTENT:33:40000:VOCALIZATION:barkbark:barkbarks:a four-bark call] you hear a four-bark call.

Title: Re: [44.02] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on December 26, 2017, 01:25:20 pm
44.03 is out, no raws changes, so just copy-and-overwrite newest Dwarf Fortress.exe and data/index into your DF folder. I might upload a 44.03 OldGenesis in a few days.
Title: Re: [44.02] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on January 03, 2018, 06:11:29 am
All right, 44.03 OldGenesis is here:
http://dffd.bay12games.com/who.php?id=1538
with the option of quivers and backpacks made of wood.

Changelog:
Spoiler (click to show/hide)
Title: Re: [44.02] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on January 08, 2018, 05:07:22 pm
Little patch to creature_dwarf.txt now that I thought about scholar dwarves.

[SKILL_RATE:COOK:18:60:12:120] --18% gain, dwarves aren't good cooks. They should be exporting metal items, not chef salads.
Spoiler (click to show/hide)
What skills should dwarf bards/scholars be good at? (learn quickly)
Title: Re: [44.03] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on January 13, 2018, 10:01:07 am
Note: do not update to 44.04 if you want migrants. Any arriving dwarves will be unable to do any labors. "Mafol Amostbelal, Recruit has returned."
You'll only have 7 workers ever unless you use a fort made in earlier versions.

Belay that -- normal migrants will work fine. Random "returnees" will not obey labors. They will haul stuff.
Title: Re: [44.03] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on January 16, 2018, 08:27:09 am
Visitors welcome! 44.05 OldGenesis is here.

http://dffd.bay12games.com/who.php?id=1538

Spoiler (click to show/hide)
Thanks to the 40 users who downloaded 44.03 in a hurry!
Title: Re: [44.03] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on January 20, 2018, 11:31:09 am
For fun, here's an Ironhand fort save, which is 62 ticks per second at the moment on my computer.  (64bit Win10, 8 GB RAM, i5-4460 CPU at 3.2 GHz).
2x2 embark and 700 000 euros wealth. Crap centaur "armies" have attacked twice.
http://dffd.bay12games.com/file.php?id=13446

(nice, 4 people downloaded it)
Title: Re: [44.05] OldGenesis mod -keeping the spirit of vanilla-
Post by: TomiTapio on January 25, 2018, 12:02:33 am
analysing gamelog.txt (2.7 MB) a bit... about EMOTIONS. (Crimson Editor's "Find string in folder's txts")

> Searching for the string 'saw'...
Spoiler (click to show/hide)

> Searching for the string 'dead'...
Spoiler (click to show/hide)

> Searching for the string 'claim'...
Spoiler (click to show/hide)

> Searching for the string 'master'...
Spoiler (click to show/hide)

> Searching for the string 'was att'...
Spoiler (click to show/hide)

Edit: 80 people have downloaded OldGenesis 44.05! Thanks!
Title: Re: [44.05] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on January 30, 2018, 05:28:53 am
the testing of "sweat and tears cause negative emotions" is going well.
after two fights and 4 deaths only 5 of 20 dorfs are Aaaaagh Damn! stressed.
Spoiler (click to show/hide)
if you want to try, put this materials file overwritingly into your raw/objects and roll new world: https://www.dropbox.com/s/ewvb61n1w9c2m2n/material_template_default.txt?dl=1
Title: Re: [44.05] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on February 13, 2018, 06:19:17 pm
Fine-tuning stuff as I play...
next release will include:

Spoiler (click to show/hide)
Title: Re: [44.05] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on February 18, 2018, 08:23:44 am
Trying three bloods:
- dwarfblood (no syndrome cos always touching!), peopleblood(heavy syndrome to dwarf), animalblood(medium syndrome to dwarf)
success, dwarf migrants do arrive with social skills. and stress increase from animal/goblin/elf blood everywhere.

gotta tune stuff so that... 5% or more of dwarves get super stressed, because negative stuff when mayhem. Entertainer boost is toooooo strong. (Toady does not play fort mode!)
DwarfTherapist tells me the stress numbers. -76k stress on the happiest, 28k (Fine) on most stressed...

(Monday) yay the most stressed one went Mood at 100k stress, made a grim thing. Maybe I'll try with sweat-syndrome again.
Title: Re: [44.05] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on February 27, 2018, 06:40:21 am

- Bloodier 44.05c OldGenesis is here: -
http://dffd.bay12games.com/who.php?id=1538
Phoebus and Ironhand versions only.

Changelog:
Spoiler (click to show/hide)
- trying: dwarfblood (no syndrome cos always touching!), peopleblood(heavy syndrome to dwarf), animalblood(medium syndrome to dwarf). Success, 100k stress on one dorf.
- LOUSY_ALCOHOL_TEMPLATE for garbage plant brewing, value 1, FINE_ALCOHOL_TEMPLATE for best brewing, value 3


ps. one can click on the OldGenesis hashtag on twitter to see my tweets and screenshots about OldGenesis. https://twitter.com/hashtag/oldgenesis?f=tweets&vertical=default&src=hash
Title: Re: [44.05] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on March 02, 2018, 06:33:21 am
Oh heck, this one visitor is quite a nuisance:

The forgotten beast shoots out thick strands of webbing!
The nith is caught up in the web!
The nith falls over.
The forgotten beast shoots out thick strands of webbing!
The forgotten beast kicks the nith in the head with its left fourth foot and the injured part explodes into gore!
An artery has been opened by the attack!
The nith has been knocked unconscious!
The nith looks sick!
Kubuk Kekimbim has created a masterpiece chalk mechanisms!
Kiln destroyed by Ilir Rubalbunem, Yeti Recruit.
Smelter destroyed by Ilir Rubalbunem, Yeti Recruit.
Crucible destroyed by Ilir Rubalbunem, Yeti Recruit.
Glass Furnace destroyed by Ilir Rubalbunem, Yeti Recruit.
Smelter destroyed by Ilir Rubalbunem, Yeti Recruit.


Also, charcoal furnace yet again started a forest fire, when operated outdoors. I built a chalk floor under the furnace but still the grassfire started. Yay fire-accident-chance modding!
Title: Re: [44.05] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on March 03, 2018, 06:28:09 am
Yay nice monster hunters in this fort.
Trying to reach that elusive 100k stress. No invaders so far here.

Spoiler (click to show/hide)

When I had tears syndrome, forever-tears loop, no social skill gain ever, but... 260k stress!
Spoiler (click to show/hide)

Rarely see Dark Dwarves:
Spoiler (click to show/hide)

When grassfire makes trees collapse, pathing goes wild:
Spoiler (click to show/hide)
Title: Re: [44.05] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on March 06, 2018, 08:45:50 am
Got berserk and depressed dwarves in current Phoebus fort. Yay! 260k stress.
As a side effect of blood/sweat syndromes, NO-ONE has any social skills. *sigh*

Image: An Ettin comes, with Finnish name
Spoiler (click to show/hide)

Some log from current fort:
( earlier save of current fort is at http://dffd.bay12games.com/file.php?id=13543 )

Spoiler (click to show/hide)

Yess a tantrum! Go go gadget fine-tuning!
(https://www.dropbox.com/s/3b17us816xzowzz/DF%20OG%20taaaantrum%20Untitled.png?dl=1)
Title: Re: [44.05] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on March 07, 2018, 12:23:15 pm
I seem to have cracked it! Having duration over 220-ish on the BLOOD UNHAPPY SYNDROME
made migrants arrive with no social skills whatsover.

Short duration unhappy from touching blood allows social skills!

non-dwarf people blood:
Spoiler (click to show/hide)

animal and beast blood, makes unhappy
Spoiler (click to show/hide)

dwarf blood, no syndrome:
Spoiler (click to show/hide)
Title: Re: [44.05] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on March 10, 2018, 08:47:33 am
Again had too much blood syndrome, no social skill gains ever. It's a tight balancing act. Will upload updated versions in 3-10 days.

Yay 44.06 is out! It has no RAWS changes so you can just copy the exe and data/index from vanilla 44.06 to OldGenesis.

Edit:
okay the following animalblood + peopleblood syndrome bits ALLOWS migrants to come with social skills.
      [CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:42:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
      [CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:42:PROB:100:START:10:PEAK:190:END:170:DWF_STRETCH:2]
      [CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:42:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
      [CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:42:PROB:100:START:10:PEAK:190:END:170:DWF_STRETCH:2]
      [CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:65:PROB:40:START:10:PEAK:120:END:180:DWF_STRETCH:2]
      [CE_FEEL_EMOTION:EMOTION:UNEASINESS:SEV:45:PROB:40:START:10:PEAK:120:END:180:DWF_STRETCH:2]

this blood syn does NOT allow socialskills migrants:
Spoiler (click to show/hide)

Edit2: yay invaders came, a 10-squad of keeper-humans and groblins. (we have three races of goblins in OldGenesis.)
Title: Re: [44.05] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on March 14, 2018, 11:47:48 am
=== All right, 44.07 OldGenesis is here ===
http://dffd.bay12games.com/who.php?id=1538

Many small tweaks because I've been playing. Want that 100k stress and tantrums.
But too much(too long?) aargh_blood_everywhere syndrome makes dwarf migrants have ZERO social skills. 

Changelog:

2018-02-27: released 44.05c Ironhand and Phoebus.
Spoiler (click to show/hide)

2018-03-14: 44.06 and 44.07
Spoiler (click to show/hide)
Title: Re: [44.07] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on March 18, 2018, 09:09:28 am
The 44.07 memory layout for Dwarf Therapist win64bit seems to work. yay

On the embark screen, try to choose such a spot where you have a WAR status with two civs.
Title: Re: [44.07] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on March 20, 2018, 07:28:45 am
Yess!
" Kulet Tithlethlogem, Blacksmith has slipped into depression...
Kulet Tithlethlogem, Blacksmith cancels Drink: Too depressed. "

Fine-tuning for the win! Have migrant social skills AND a few mighty-stressed dwarves! (blood stain annoyance syndrome)

" `Led stres', Beekeeper has been found dead, contorted in fear! " yess


Groblin siege again, good. Events:
Spoiler (click to show/hide)

...
Heck.
"Raavi Ohitapilkahdus, Nord Poet vampire is visiting." [Scratch BypassGlint, I can read Finnish]
Title: Re: [44.07] Deon's OldGenesis mod - now with 100k stress depresssion possible
Post by: TomiTapio on March 22, 2018, 09:23:45 am
Uploaded my current fort. 70-72 fps speed, wealthy.
http://dffd.bay12games.com/file.php?id=13600
This world is also good for retire-current-fort and start new fort near it, get real nice migrants from my fort.

-------------------------------
this save is 70-72 fps on Tomi's PC (64bit Win10, 8 GB RAM, i5-4460 CPU at 3.2 GHz).
3x2 fort embark, 72 citizens, 15 soldiers, wealthy, rye aplenty,
near surface, animals in safe dirt cave, copper&tin metalworking
dark dwarves in caves.
Groblins and beastmen may invade again.
We slew the nord poet vampire visitor.
Title: Re: [44.07] Deon's OldGenesis mod - now with 100k stress depresssion possible
Post by: malistaticy on March 24, 2018, 02:46:35 pm
hey tomi, glad you were able to make stress a real challenge again  :D
i have a question, whats the difference between the different ways of making steel
Title: Re: [44.07] Deon's OldGenesis mod - now with 100k stress depresssion possible
Post by: TomiTapio on March 24, 2018, 03:36:00 pm
Thanks!

"batch of steel f ore" is the quickest, 6 ore and flux into blast furnace. But you must have iron+leather+magmasafe blocks to make a blast furnace.
"make steel bars (crucible)" is the basic one, iron + coal + flux + fuel.

"make black steel bars" needs ilmenite stones and green glass.

"make red steel bars (magma)" needs magma smelter, steel, bauxite.

When you don't have flux stones, smelt iron ore into coarse iron, the hammer it into weapons-grade iron at Finishing Forge.


Edit: if you only have gold, use Alchemical Workshop to change gold into copper. Must have cauldrons to build that workshop.
Also try sacrificing stuff at the Altar of War or Altar of Nature*. Nethercap logs + Altar = ice boulders from air moisture. Or was it water buckets.

*make lots of toys to get the mystical Shaman Rings
Title: Re: [44.07] Deon's OldGenesis mod - now with 100k stress depresssion possible
Post by: malistaticy on March 24, 2018, 04:09:45 pm
thanks my man, loving the new changes
Title: Re: [44.07] Deon's OldGenesis mod - now with 100k stress depresssion possible
Post by: TomiTapio on April 05, 2018, 08:06:04 am
Heyy DF 44.09 and Therapist .09! https://github.com/Dwarf-Therapist/Dwarf-Therapist/releases/tag/v39.3.1
OldGenesis 44.09 I should release in like 2-7 days.

-------------------

Here's what goblin / groblin / gobline invaders might arrive with:

(https://www.dropbox.com/s/0z2ly7xvkt8a6ip/DF%20OG%20gob%20equipments%20Untitled.png?dl=1)

(The leather tiers are fur, suede, leather, hide, demon skin, dragon skin. And chitin. One can keep Pekyts for hide.)

Image: crude home base in soil. Note that metalworking might start a fire in the cave's grass. Fun.
Spoiler (click to show/hide)
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depresssion possible
Post by: TomiTapio on April 08, 2018, 10:08:51 am
=== All bloody, 44.09 OldGenesis is here ===
http://dffd.bay12games.com/who.php?id=1538

100k stress and depression possible, with sweat and blood syndromes.

Changelog:
2018-04-08: version 44.09
Spoiler (click to show/hide)
Title: Re: [44.05] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: Sver on April 08, 2018, 01:56:40 pm
- trying: dwarfblood (no syndrome cos always touching!)

Dropping by to say that blood in the veins of a creature doesn't seem to apply CONTACT syndrome to its host. Tested it both on the arena and in the fort -> no syndrome notification and no corresponding emotions respectively (until wounded by me in the name of science). I suggest adding a syndrome to dwarf blood so that the wounded dwarves (or dwarves unfortunate enough to get other dwarf's blood on them) would really loose their shit.
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: Hexa on April 08, 2018, 03:37:52 pm
So hyped for this! Thank you.
Title: Re: [44.05] OldGenesis mod - keeping the spirit of vanilla - Phoebus/Ironhand tiles
Post by: TomiTapio on April 08, 2018, 04:32:45 pm
Dropping by to say that blood in the veins of a creature doesn't seem to apply CONTACT syndrome to its host. Tested it both on the arena and in the fort -> no syndrome notification and no corresponding emotions respectively (until wounded by me in the name of science). I suggest adding a syndrome to dwarf blood so that the wounded dwarves (or dwarves unfortunate enough to get other dwarf's blood on them) would really loose their shit.
Thanks for sciencing! Will try.

So hyped for this! Thank you.
We have about 130 loyal customers of OldGenesis! Cheers! Always open for tuning tips.


Anyone got a reaction for:  TODO reaction to destroy prepared meals. Feast. Creates a happy-cloud?
might require cups/goblets/bowls so feast isn't trivially easy.
We already have destroy_meat and destroy_fat reactions, we pretend to feed it to our animals.
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: TomiTapio on April 10, 2018, 10:27:17 am
As I play, I improve the mod. Stuff done so far for next release:

- dwarf blood has syndrome now.
- blood and ichor syndromes limited to DWARVES. Visiting other races/invaders aren't bothered by a bit of blood...
- dwarf sweat only affects certain dwarf castes. (jade scholars sweating under drill sergeant)  All other creatures have different, non-syndrome sweat.
  dwarf tears and sweat seen in training soldiers.
- dwarf civ ethics tweaked
- new reaction: milk to hospital_water. at screw press.

- emu and barn owl, skin downgraded from leather to suede.


Time talk:
- One fort season (100800 ticks) is: 67 player minutes at 25 tps, 34 minutes at 50 tps, 17 minutes at 100 tps.
- walking: 33600 ticks per month. avg dwarf walks 120 tiles/day (day is 1200 ticks), 840 tiles/week.
  That's 1848 m/week, 264 m/day. Assuming 2.2m wide tiles.

Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: TomiTapio on April 17, 2018, 10:42:47 am

Who's that in our inn? A short-haired gobline artist! And a human monk with blue paint on forehead.

(https://www.dropbox.com/s/4ofmpzyqcjes4dx/DF%20OG%20visitor%20Untitled.png?dl=1)
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: redivider on April 19, 2018, 03:38:42 am
Melting ice to water bucket seems to be bugged or im doing something wrong but the water just goes on the floor as a glob and the bucket is still empty after the reaction. I suppose the ice melts on its own before the reaction is done, since it is hauled inside but then whats the point because if i do the reaction outside then the water will freeze in the bucket?
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: Levity on April 28, 2018, 09:05:27 am
How's this mod in relation to siege chance? Do mods that add a lot more hostile races actually make a difference?
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: TomiTapio on April 28, 2018, 09:16:41 am
Some of my forts have four sieges in 5 years; so much blooood on the walls...
I should tweak snakemen to be more evil, so one gets war with them too. Finally got worldgen populations to a good state (many dwarves and many goblins).

Here's my current world, if you embark in southeast zone, you will get groblin and centaur invaders after like 450 000 wealth. Check embark map for neighbor names.
http://dffd.bay12games.com/file.php?id=13708

Spoiler (click to show/hide)

Melting ice to water bucket seems to be bugged or im doing something wrong but the water just goes on the floor as a glob and the bucket is still empty after the reaction. I suppose the ice melts on its own before the reaction is done, since it is hauled inside but then whats the point because if i do the reaction outside then the water will freeze in the bucket?
Thanks for the report! Can a water that is inside a bucket be frozen, I do not know. I haven't tested thoroughly~
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: Levity on April 28, 2018, 09:22:47 am
I remember Old Genesis was my favourite way to play the game, yeeaaarsss agoooo!

I'm returning to DF!
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: redivider on April 29, 2018, 04:21:43 pm
It seems that either 2 things happen, 1: water freezes again when the dwarf is done creating an ice bucket that has to be dumped out or 2: the ice melts before the dwarf is done and the water glob falls to the ground and since ice is no more the dwarf cancels the job (perhaps higher pressing skill would help?) also 3: sometimes it works (rarely). I dont think its a reaction problem afaik, its just DF being DF, also obviously this is with temperature on.
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: TomiTapio on April 29, 2018, 08:36:22 pm
I remember Old Genesis was my favourite way to play the game, yeeaaarsss agoooo!
I'm returning to DF!

Cheers!
Try the new j-m-q wooden backpack (inspired by Finnish birch bark crafts) and wooden quiver (I cannot carry arrows unless I have a dead animal skin!!)
also wooden spear is good for first 15 dwarves, and in weapon traps. Lousy against armor, okay versus animals.

Wonder at the marvel of a XX buildingdestroyer large scholar visiting your fort, or a wandering XX YY joining you as a mercenary!

More hints
Spoiler (click to show/hide)
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: TomiTapio on May 01, 2018, 12:12:02 pm
Heck this OldGenesis Phoebus-tiles world I'm leveling up for sharing, has more war.
It'll be nice for others to get my named migrants "Lolor tuff" "Ablel speedy" "Kogan masn poet" "Dugan crap cripp" "As Domple" "Uri dig doc" and "Etur dance book".

(https://www.dropbox.com/s/avncdbznro8kkfy/DF%20og%20war%20embark%20Untitled.png?dl=1)
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: TomiTapio on May 04, 2018, 04:37:29 pm
The next update of OldGenesis will have natural_skills on some dwarf castes, as they _do_ learn stuff as teenagers.

Example: obsidian (fire spirit, fire control) clan.
Spoiler (click to show/hide)

Example: aspid (snake spirit) clan.
Spoiler (click to show/hide)

Example: Jade (scholar) clan.
Spoiler (click to show/hide)

The domple clan (heavy learning disability) and shield clan (great at soldier skills) are my additions, the rest are by Deon.

Now to test what kinda migrants I get!
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: TomiTapio on May 05, 2018, 12:33:21 pm
Okay a bit too many STEEL DWARF HERO LEADERS (4 of 45). Gotta increase commonness of Stone Clan (the most basic ones).
Got two geographers at once! Because gave learned-as-teenager READING skill to Jade Clan. Jades like to read and debate and logic and crossbow.

World save for your enjoyment. First premade Phoebus-tiles world I've uploaded. http://dffd.bay12games.com/file.php?id=13727

(https://www.dropbox.com/s/sz1co0fx8oyxkl0/DF%20total%20skill%20levels%20after%20caste%20natuskills%20Untitled.png?dl=1)
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: TomiTapio on May 07, 2018, 04:30:19 pm
Now with 44.10, quite too much stress in my fort. over 10% of dwarves are insane.
There have been no invasions or mass deaths. Tantrums, refuse. Many fisherdwarf-poets. Sunk into derpression at 45k stress, instead of at 110k stress!

Hey, which caste learns fishing as teenager? And which learns poetry.
Aspids learn lying and knifing, that I have.
Title: Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
Post by: TomiTapio on May 08, 2018, 12:04:35 pm
OldGenesis tip: only allow your ten least stressed dwarves carry refuse and corpses. Corpse seeing seems to VERILY impact stress now in 44.10.
Title: Re: [44.10] Deon's OldGenesis mod - stress stress whiskey stress stress
Post by: TomiTapio on May 09, 2018, 11:55:30 pm

=== Wash the blood off you and drink up!  44.10 OldGenesis is here ===
http://dffd.bay12games.com/who.php?id=1538

Blood syndromes mean dwarves get anxiety from blood spatter touching them. Make a bath zone! Don't allow the anxiety-vulnerable ones carry corpses!
Three alcohol tiers: lousy, regular, great.
Lousy alcohol, like asparagus brew, does not give any positive effects.

Changelog:
Spoiler (click to show/hide)
Title: Re: [44.10] Deon's OldGenesis mod - stress stress whiskey stress stress
Post by: TomiTapio on May 12, 2018, 07:15:56 am
I re-uploaded 44.10b Ironhand and Phoebus to DFFD. ASCII version coming soonish.
Tiny changes:
Spoiler (click to show/hide)
Title: Re: [44.10] Deon's OldGenesis mod - stress stress whiskey stress stress
Post by: TomiTapio on May 12, 2018, 07:36:09 pm

=== Wash the blood off you and drink up!  44.10b OldGenesis ASCII ===
http://dffd.bay12games.com/who.php?id=1538

44.10b log:
Spoiler (click to show/hide)

The 44.10 ironhand and phoebus versions also have the latest changes, you might want to re-download them, but the changes are very minor.
Title: Re: [44.10] Deon's OldGenesis mod - stress stress whiskey stress stress
Post by: TomiTapio on May 15, 2018, 12:36:47 pm
Uhhh in the Dwarf Therapist I can assign jobs to Nith critters that are wild and in my cages. Guess that shouldn't be possible.

---

Hooray, my 65-citizen fort managed to defeat a goblin invasion (gobs+beakdogs = 52) ! Thanks, steel clan heroes!
We had only 4 stonefall traps and 2 cage traps. Zinc & wool production fort.

(40 cage traps woulda been way too easy. Or 97 iron weapons in 11 weapon traps.)
(future DF will have enemies dismantling walls, digging past trap zone, not stepping in trap zone after 3 deaths.)
<the distant sounds of a sheriff beating tantrum boyos>
Title: Re: [44.10] Deon's OldGenesis mod - stress stress whiskey stress stress
Post by: TomiTapio on May 22, 2018, 03:34:04 am
I'm working on a pc Java game, Swashfields.  No OldGenesis tweaking for X weeks.

Screenshots: https://twitter.com/hashtag/swashfields?f=tweets&vertical=default&src=hash

Spoiler (click to show/hide)
Title: Re: [44.10] Deon's OldGenesis mod - stress stress whiskey stress stress
Post by: TomiTapio on May 30, 2018, 08:08:17 am
OldGenesis has sound_textmessages, for adventure mode.

   --sounds.. loudness/distance (squares), commonness (1000 for alarm, 10k peaceful).
   [SOUND:ALERT:50:1200:VOCALIZATION:shout:shouts:a warcry]
   [SOUND:PEACEFUL_INTERMITTENT:45:80000:VOCALIZATION:shout:shouts:an orcish shout] --very rare but long-distance
   [SOUND:PEACEFUL_INTERMITTENT:20:180000:VOCALIZATION:ponder the fleetingness of it all:looks very wise:insane gibbering in the distance] --very rare
   [SOUND:PEACEFUL_INTERMITTENT:18:189000:VOCALIZATION:ponder the beauty of it all:looks very content:steady orcish chanting in the distance] --very rare
   [SOUND:PEACEFUL_INTERMITTENT:17:89500:VOCALIZATION:think about slaying something:complains about the recent deaths:overhear talk about deaths]
   [SOUND:PEACEFUL_INTERMITTENT:20:27000:VOCALIZATION:sneeze:sneezes wildly:an orc sneezing hard]
   [SOUND:PEACEFUL_INTERMITTENT:7:25000:VOCALIZATION:burp:burps:an orc burp]
   [SOUND:PEACEFUL_INTERMITTENT:7:18000:VOCALIZATION:spit:spits:somebody spitting]
   [SOUND:PEACEFUL_INTERMITTENT:11:9500:VOCALIZATION:talk:talks:orcs talking]
   [SOUND:PEACEFUL_INTERMITTENT:13:14500:VOCALIZATION:talk:talks in hushed tones:orcs talking quietly]
   [SOUND:PEACEFUL_INTERMITTENT:15:18500:VOCALIZATION:talk:shrugs:orcs talking about deities]
   [SOUND:PEACEFUL_INTERMITTENT:17:12000:VOCALIZATION:pray:prays:a guttural prayer]
   [SOUND:PEACEFUL_INTERMITTENT:4:16000:VOCALIZATION:sigh:sighs:a sigh] --shortest distance/loudness
   [SOUND:PEACEFUL_INTERMITTENT:16:17000:VOCALIZATION:swear:swears and spits:somebody swearing in orcish]
   [SOUND:PEACEFUL_INTERMITTENT:11:19000:VOCALIZATION:mutter:mutters:somebody muttering]
   [SOUND:PEACEFUL_INTERMITTENT:8:18000:VOCALIZATION:grunt:grunts:a grunt]
   [SOUND:PEACEFUL_INTERMITTENT:9:7000:VOCALIZATION:cough:coughs:a deep cough]
Title: Re: [44.10] Deon's OldGenesis mod - stress stress whiskey stress stress
Post by: TomiTapio on June 12, 2018, 02:51:02 pm
We have about.. 130 users on latest OldGenesis.

http://dffd.bay12games.com/who.php?id=1538

Anyone want to contribute animal and monster and civilized text_soundmessages for adventure mode?
Title: Re: [44.10] Deon's OldGenesis mod - stress stress whiskey stress stress
Post by: TomiTapio on June 23, 2018, 05:00:08 pm
Currently testing 44.11 OldGenesis Ironhand.  The three versions I will upload in the next three days.

Linked sites: Send crap workers away! Request workers!
Title: Re: [44.10] Deon's OldGenesis mod - stress stress whiskey stress stress
Post by: TomiTapio on June 26, 2018, 12:38:28 pm
adding a poor_leather made from tree bark.
So one can make birch bark shoes, backpacks, pouches, bags*, quivers. It's like thin cat leather but made from trees.

* I wanted to add bags made of wood, youknow, a 17cm cube that holds FLOUR & SUGAR. But BOX:NONE becomes automatically a chest when wood is used. So I'm hacking a leather.

Soon the "leather list" will be: suede(small animal makes for CRAP leather armor), fur(for jaguar fur cloaks),
leather, barkstrips(same crapness as suede but one third of the price),
hide, demonskin, dragonskin(better than iron).
Title: Re: [44.10] Deon's OldGenesis mod - soon barkstrips leather.
Post by: TomiTapio on June 26, 2018, 11:41:20 pm
Yay I got it to work. Any 5 tree logstacks -> chair + table + bin, two suedelike_leatherstacks. Didn't want to refund two or three of the five incoming logs.

Spoiler (click to show/hide)

Relevant photo on the OldGenesis hashtag on Twitter: https://twitter.com/hashtag/oldgenesis?f=tweets&vertical=default&src=hash
or more "tuohi" (birch bark) crafts at http://www.pictame.com/tag/tuohivirsut
and at https://www.finna.fi/Record/musketti_tmk.M20:TMM16790:5?lng=en-gb


------
edit: good progress. Next to test the stuff...

   TODO test the wood-to-suedebag.
   DONE wooden bag. flour/sugar/dye/tea in a 4kg-holding wood cube! cannot, because BOX:NONE causes "Chests (wood), coffers (stone), boxes (glass, default), and bags (cloth or leather)."
   DONE maybe wood-to-SUEDE reaction is needed first.
   DONE reaction: 5 logs to 3 furniture and 2 bark[creature] strips[suede].
   - birch bark crafts: USA prices: bark "price is $12.75 per square foot."
   DONE creature LOGPILE_HULK that owns the barkstrips leather material. Disply name: "bark".
   
   DONE wood-to-charcoal reactions have a chance of producing tree bark suede (bark strips).
   DONE [REACTION_CLASS:FLEXIBLE_BARK] : birch, silver birch, yellow birch, cherry, black ash https://en.wikipedia.org/wiki/Fraxinus_nigra , [tulip] poplar, cedar, white pine.
   DONE added black ash tree.
   DONE added western white pine. "The wood is ideal for carving because of its fine grain and uniform texture. It is also prized for special construction purposes, pattern making and furniture. "
Title: Re: [44.10] Deon's OldGenesis mod - soon barkstrips leather.
Post by: TomiTapio on June 28, 2018, 02:22:44 pm
=== Wash the blood off your bark strip shoes!  44.11 OldGenesis is here ===
http://dffd.bay12games.com/who.php?id=1538
Phoebus and Ironhand versions are up, ASCII tiles later.

Leather classes : bark strips (NEW! Finland style) value 1,  suede 3, fur 6, leather 5, hide 7, mythskin 9, dragonskin 13
Blood syndromes mean dwarves get anxiety from blood spatter touching them. Make a bath zone! Don't allow the anxiety-vulnerable ones carry corpses!
Three alcohol tiers: lousy, regular, great.
Lousy alcohol, like asparagus brew, does not give any positive effects.

Changelog:
Spoiler (click to show/hide)
Title: Re: [44.11] Deon's OldGenesis mod - barkstrips, suede, fur, leather, hide
Post by: TomiTapio on June 29, 2018, 11:49:29 am
=== Leather classes : bark strips 1, suede 3, fur 6, leather 5, hide 7, mythskin 9, dragonskin 13  ===

ASCII tiles version is up now, with a premade 250 year old medium world. I put three 7-dwarf embark sites into the world to give ye a boost.
http://dffd.bay12games.com/who.php?id=1538

Looks like we have 90 people who always download the Phoebus version :--)

ps. - MESSENGER assigning to talk to your hillocks: locations screen where assign performers and tavern keepers.
Title: Re: [44.11] Deon's OldGenesis mod - barkstrips, suede, fur, leather, hide
Post by: TomiTapio on July 08, 2018, 01:28:43 am
Probably I'll wait until Dwarf Therapist supports 44.12 until I released OldGenesis 44.12.

Damn this one Hydra was tough.
Title: Re: [44.11] Deon's OldGenesis mod - barkstrips, suede, fur, leather, hide
Post by: TomiTapio on July 09, 2018, 11:42:20 pm
animal speeds and gaits in #OldGenesis.

Code: [Select]
170 kph white-throated needle-tailed swift
145-160 kph spine-tailed swift
153 frigate bird
140 kph horse-fly-insect?
135 swan_best flight
109 sailfish swim
98 antelope_best burst, hummingbird, cheetah_burst
900:300:200:100:1900:2900] 87+ kph horse burst?, ostrich burst, my_unicorn, pigeon_best_flight
900:327:218:109:1900:2900] 80 kph tiger & lion burst, cougar_burst, gazelle_burst, wildebeest_best, my_faedog, DUCKFLIGHT, biggest_bird_bustard(6-18-21kg), my_pegasus_flight, pigeon_avg, marlin swim
900:345:230:115:1900:2900] 76 kph quarter horse burst, eagle_best,
900:366:244:122:1900:2900] 72 kph elk burst, goose_sus, hare
900:375:250:125:1900:2900] 70 kph horse burst?, wolf burst, my_direwolf, tuna
900:381:254:127:1900:2900] 69 kph coyote, greyhound_max, big kangaroo, shark_best_swim
900:387:258:129:1900:2900] 68 kph dolphin burst, Banteng-cattle hybrid(fastest bovine) burst,
900:393:262:131:1900:2900] 67 kph vulture glide,
900:411:274:137:1900:2900] 64 kph ostrich run, zebra, ass, hyena, fox, camel burst, swordfish
900:432:288:144:1900:2900] 61 kph pheasant flight,
900:438:292:146:1900:2900] 60 kph giraffe burst,
900:447:298:149:1900:2900] 59 kph dog, lion, bat flight, eagle flight
900:471:314:157:1900:2900] 56 kph llama, jackal, tiger, rabbit?, bear?, polarbear_burst, my_ibex
900:480:320:160:1900:2900] 55 kph moose, rhino burst
900:498:332:166:1900:2900] 53 kph tiger shark swim,
900:507:338:169:1900:2900] 52 kph T-Rex one estimate
900:519:346:173:1900:2900] 51 kph reindeer
900:528:352:176:1900:2900] 50 kph giraffe_sustained
900:549:366:183:1900:2900] 48 kph waterbuffalo, my bulldog, _deer_, warthog, wolverine, _bear_, cat, lynx, horse gallop (for 3km, not burst), eagle/crow sus, gazelle_sus, barracuda
900:585:390:195:1900:2900] 45 kph human_best_burst, my_dragon_flight
900:612:408:204:1900:2900] 43 kph DF_rabbit, my_guineafowl, my_grizzly
900:627:418:209:1900:2900] 42 kph greater roadrunner (who can still fly)
900:657:438:219:1900:2900] 40 kph donkey, turkey, elephant_tinyburst, gorilla_tinyburst, wombat, camel_sustained_run, biglizard_burst, duck_flight_relaxed, eland_slowestantilope_b
900:675:450:225:1900:2900] 39 kph DF_human burst
900:683:468:237:1900:2900] 37 kph
900:687:474:244:1900:2900] 36 kph gentoo penguin swim,
900:691:482:251:1900:2900] 35 kph medium dinosaur,
900:695:489:258:1900:2900] 34 kph minke whale burst swim,
900:699:497:266:1900:2900] 33 kph
900:703:505:274:1900:2900] 32 kph crippled_coyote, crocodile swim, hippo run, bighorn sheep, blue whale, penguin swim, my_dragon_run, my_spaniel
900:707:513:283:1900:2900] 31 kph DF_cavy_rodent, yak?
900:711:521:293:1900:2900] 30 kph DF_dwarf, my_goblin, alpaca?
900:714:529:303:1900:2900] 29 kph amphibian_best run, rabbit, house sparrow flight (quite slow),
900:722:545:325:1900:2900] 27 kph cow?
900:726:553:338:1900:2900] 26 kph jerboa bouncy rat,
900:730:561:351:1900:2900] 25 kph sheep, 3ton_elephant_burst_or_sustained, my_crundle, my_demon
900:734:568:366:1900:2900] 24 kph raccoon_burst, capybara, manatee_swim, sea turtle, honeybee,
900:738:576:382:1900:2900] 23 kph [wildfire spreading speed]
900:742:584:399:1900:2900] 22 kph my_cavy, eland_sustain, Beluga whale swim
900:746:592:418:1900:2900] 21 kph
900:750:600:439:1900:2900] 20 kph big_elephant burst, penguin_swim, dugong_swim_burst,
1161:938:716:462:2200:3300] 19 kph goat, squirrel, roadrunner_run, turkey run, snake_best_burst, butterfly_migration_average,
1422:1127:831:488:2500:3700] 18 kph DF_pig, T-Rex walk upper estimate, 18.7 human marathon winners,
1683:1315:947:516:2800:4100] 17 kph, crocodile burst 11-14-17-18,
1945:1504:1062:548:3100:4500] 16 kph horse lope gait, elephant seal swim, ghost crab walk,
2206:1692:1178:585:3400:4900] 15 kph dolphin cruise, my_mummy
2467:1880:1294:627:3700:5300] 14 kph chicken?, humpback whale cruise,
2728:2069:1409:675:4000:5700] 13 kph otter swim,
2990:2257:1525:731:4300:6100] 12 kph my_iron_statue
3251:2446:1640:798:4600:6500] 11 kph snake_best
3512:2634:1756:878:4900:6900] 10 kph big_elephant sustain,
4122:3330:2541:975:5411:7233] 9 kph  8.8 average female marathoner sustain,
4732:4026:3327:1097:5922:7567] 8 kph duck walk, American woodcock flight is world's slowest, wolf_travelspeed
5341:4723:4112:1254:6433:7900] 7 kph 6.7 fastest beetle
6561:6115:5683:1755:7456:8567] 5 kph cockroach, raccoon swim
1.77 kph spider
9000:8900:8825:8775:9500:9900] 1 kph
0.24 kph sloth



kit: pick one of top 3
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:691:482:251:1900:2900] 35 kph
[APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:675:450:225:1900:2900] 39 kph
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph BIPED

[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph   [SWIMS_INNATE]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph   [STANCE_CLIMBER][NATURAL_SKILL:CLIMBING:15]

lizard:[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA

vanilla human:
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph BIPED
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA

worm:
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0:LAYERS_SLOW:STRENGTH:AGILITY]
[GAIT:CRAWL:Crawl:2900:NO_BUILD_UP:0:LAYERS_SLOW:STRENGTH:AGILITY]

monkey:
[APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:711:521:293:1900:2900] 30 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2206:1692:1178:585:3400:4900] 15 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[NATURAL_SKILL:CLIMBING:15]
[SWIMS_INNATE]

big python:
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA [SWIMS_INNATE]

dwarf skill xp rate fine tunings. Food exporting, way too profitable in vanilla.
Code: [Select]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:1]
[NATURAL_SKILL:COORDINATION:1]

[SKILL_RATES:125:60:12:120] ---set 125% xp for most skills--- because fps death always looming
[SKILL_RATE:MINING:158:60:12:120]
[SKILL_RATE:DETAILSTONE:92:60:12:120]
[SKILL_RATE:CARPENTRY:48:60:12:120] --nerfed Jan 2018. Nerfer further from 60% to 48%.
[SKILL_RATE:STONECRAFT:72:60:12:120] --unlimited raw materials, just like mining and engraving.
[SKILL_RATE:BONECARVE:48:60:12:120] --don't be elite. Gloomer clan loves bones tho.
[SKILL_RATE:HERBALISM:48:60:12:120] --dwarves aren't good at plant identifying.
[SKILL_RATE:APPRAISAL:24:60:12:120] -- one trade was from zero to proficient, adjusted.
[SKILL_RATE:COOK:8:60:12:120] --8% of vanilla. Dwarves aren't good cooks. They should be exporting metal items, not 9000 euro chef salads.
[SKILL_RATE:BREWING:180:60:12:120] --180% of vanilla.

[SKILL_RATE:DODGING:175:60:12:120]
[SKILL_RATE:MELEE_COMBAT:175:60:12:120] --the primary xp points of combat.
[SKILL_RATE:RANGED_COMBAT:138:60:12:120]
[SKILL_RATE:SNEAK:160:60:12:120] --for hunters
[SKILL_RATE:CRUTCH_WALK:165:60:12:120]
[SKILL_RATE:ARMOR:360:60:12:120]
[SKILL_RATE:SHIELD:360:60:12:120]

[SKILL_RATE:AXE:175:60:12:120]
[SKILL_RATE:DAGGER:175:60:12:120]
[SKILL_RATE:SPEAR:140:60:12:120]
[SKILL_RATE:HAMMER:175:60:12:120] --simple weapons at 145%, halberds and foreign not.
[SKILL_RATE:MACE:175:60:12:120]

[SKILL_RATE:GRASP_STRIKE:165:60:12:120]
[SKILL_RATE:STANCE_STRIKE:135:60:12:120]
[SKILL_RATE:WRESTLING:90:60:12:120] --135 was way much, got talented from 8 pages of giant ant.

[SKILL_RATE:CROSSBOW:125:60:12:120]
[SKILL_RATE:BOW:88:60:12:120]

[SKILL_RATE:DRESS_WOUNDS:115:60:12:120]
[SKILL_RATE:DIAGNOSE:80:60:12:120]
[SKILL_RATE:SURGERY:85:60:12:120]
[SKILL_RATE:SET_BONE:90:60:12:120]
[SKILL_RATE:SUTURE:120:60:12:120]

[SKILL_RATE:KNOWLEDGE_ACQUISITION:95:60:12:120] --student SKILL; one can embark with military teacher.
[SKILL_RATE:WRITING:55:60:12:120]
[SKILL_RATE:PROSE:55:60:12:120]
[SKILL_RATE:POETRY:55:60:12:120]
[SKILL_RATE:READING:55:60:12:120]
[SKILL_RATE:SPEAKING:55:60:12:120]
[SKILL_RATE:LEADERSHIP:95:60:12:120]
[SKILL_RATE:TEACHING:95:60:12:120]
[SKILL_RATE:KNAPPING:144:60:12:120]
[SKILL_RATE:MILITARY_TACTICS:120:60:12:120]
[SKILL_RATE:GELD:55:60:12:120]

[SKILL_RATE:DANCE:35:60:12:120]
[SKILL_RATE:MAKE_MUSIC:75:60:12:120]
[SKILL_RATE:SING:55:60:12:120]

[SKILL_RATE:CRITICAL_THINKING:62:60:12:120]
[SKILL_RATE:LOGIC:75:60:12:120]
[SKILL_RATE:MATHEMATICS:95:60:12:120]
[SKILL_RATE:ASTRONOMY:55:60:12:120]
[SKILL_RATE:CHEMISTRY:75:60:12:120]
[SKILL_RATE:GEOGRAPHY:85:60:12:120]
[SKILL_RATE:OPTICS_ENGINEER:95:60:12:120]
[SKILL_RATE:FLUID_ENGINEER:95:60:12:120]

[SKILL_RATE:PAPERMAKING:105:60:12:120]
[SKILL_RATE:BOOKBINDING:95:60:12:120]

Title: Re: [44.11] Deon's OldGenesis mod - barkstrips, suede, fur, leather, hide
Post by: Pillbo on July 10, 2018, 01:40:39 pm
I noticed you made some changes to the wildlife and I thought you may want to know that IRL muskox are used for both wool (called Qiviut) and milk in Alaska today.  I've been meaning to edit it into my game but haven't gotten around to figuring that out yet.

Quote
Qiviut is stronger and warmer than sheep's wool, and softer than cashmere wool. Wild muskoxen have qiviut fibers approximately 18 micrometres in diameter. Females and young animals have slightly finer wool. Unlike sheep's wool, it does not shrink in water at any temperature, but this means that it also is not useful for felting.

It is most commonly used for hats and scarves, and is among the softest wools. It is very expensive; a high quality knitted scarf can cost more than 300 U.S. dollars,[6] but will last over 20 years with good care.

https://en.wikipedia.org/wiki/Qiviut
Title: Re: [44.11] Deon's OldGenesis mod - barkstrips, suede, fur, leather, hide
Post by: TomiTapio on July 10, 2018, 08:07:05 pm
Thanks for the request! I'll boost their wool's price. And add milk & cheese. What sounds do they make?

We have a LOAD of animal tweaks; the movement speeds, the sound_messages, the petvalues, the natural_skills.

[SOUND:ALERT:45:1100:VOCALIZATION:quack:quacks loudly:a frantic quacking]
[SOUND:PEACEFUL_INTERMITTENT:35:21000:VOCALIZATION:quack:quacks:a quack]
[SOUND:PEACEFUL_INTERMITTENT:27:28000:VOCALIZATION:quack:quacks:a quiet quack]
[SOUND:PEACEFUL_INTERMITTENT:31:19500:VOCALIZATION:quack:quacks:quacking]

So the adventure mode is more entertaining than vanilla. You hear the bandit camp / ducks / town / monsters via sound_text_messages.
Title: Re: [44.11] Deon/TomiTapio OldGenesis mod - barkstrips, suede, fur, leather, hide
Post by: TomiTapio on July 12, 2018, 08:49:41 pm
=== Barkstrip shoes, barkstrip leggings, barkstrip bags!  44.12 OldGenesis Ironhand is here§ ===
Ironhand http://dffd.bay12games.com/file.php?id=13887
The download includes my current world and fort, region 7. No sieges yet, 3 or 4 forts made in this world.
Galena/cobaltite mining zone, most of the non-aquifer places...
Existing player forts means... way nicer migrants, less gelder-poets.

Phoebus and ASCII tiles later, within 1-3 days.

Title: Re: [44.11] Deon/TomiTapio OldGenesis mod - barkstrips, suede, fur, leather, hide
Post by: TomiTapio on July 15, 2018, 03:01:40 pm
=== Barkstrip shoes, barkstrip leggings, barkstrip bags!  44.12 OldGenesis is here ===
all three tilesets, see http://dffd.bay12games.com/who.php?id=1538

Changelog:
2018-07-13: OldGenesis version 44.12
- tip: MESSENGER assigning to talk to your hillocks: locations screen where assign performers and tavern keepers.
- couple of trees, and blade weed, are more frequent.
- dwarf castes adjusted, fewer Obsidian and Jade super-dwarves.
- faster brewing xp gain. (cooking gain is crap on purpose.)

Creatures:
- 15 kg spear-nosed bat nerfed a little. Then nerfed more, too ferocious, they're supposed to be a flying TRAPAVOID nuisance, not deadly. (way slower attack given.)
- HYDRA dragonlike, survivability reduced, has blood and bleeding again. It is made of flesh, not of super-regen-tissue.
- Nith friendly gnome gets TRAPAVOID.
- muskox wool value increased. Muskox milk and cheese added.
- pegasus was given the FLIER tag.
- many underground fliers were given TRAPAVOID.
Title: Re: [44.12] OldGenesis mod - barkstrips, suede, fur, leather, hide
Post by: TomiTapio on July 19, 2018, 10:30:20 am
slowly, OldGenesis is getting better..
--------------
2018-07-xx: OldGenesis version 44.12xx
- ?
Creatures:
- thunderbird cannot be caged, or hurt by stone-fall traps.
- mephits boosted a little.
TODO hardwood tar from oak and beech, tar from pine & birchbark. mänty-scotspine kuusi-norwayspruce koivu-birch pyökki-beech.
  "distil turpentine and tar", alchemy skill nope, use wood burner skill..
  done: reaction class [REACTION_CLASS:DISTIL_TAR]
TODO ash from cheap wood
Title: Re: [44.12] OldGenesis mod - barkstrips, suede, fur, leather, hide
Post by: TomiTapio on July 22, 2018, 12:44:26 am
Uploaded my current Phoebus fort: http://dffd.bay12games.com/file.php?id=13914

Spoiler (click to show/hide)

added reaction "distil turpentine and tar" at charcoal furnace (b-e-h, build with stone blocks), use wood burner skill. Tar and Turpentine are for export, can't use them yet.

Spoiler (click to show/hide)
Title: Re: [44.12] OldGenesis mod - barkstrips, suede, fur, leather, hide
Post by: TomiTapio on August 04, 2018, 05:49:42 am
Feels like the tar and turpentine are way too low value compared to the quality chairs that come out of the "take bark strips from log stacks" reaction as byproducts. Should increase quantity and value of them.

I feel like adding oil paints, made from plant oil and dye. For export.

Anyone have creature or tree suggestions for the mod?
Title: Re: [44.12] OldGenesis mod - barkstrips, suede, fur, leather, hide
Post by: Thorjelly on August 04, 2018, 03:50:26 pm
Hi, would this mod work properly in the linux version if I just snag the data and raw folders? Thanks.
Title: Re: [44.12] OldGenesis mod - barkstrips, suede, fur, leather, hide
Post by: TomiTapio on August 04, 2018, 04:09:07 pm
Hi, would this mod work properly in the linux version if I just snag the data and raw folders? Thanks.
Yeah, the raws, graphics tiles, init files should work fine in the Linux and Mac versions, the init.txt and d_init.txt may need some looking at.

Might be easier to install this mod to a linux folder, delete the EXE and DLLs, and put the linux executable and libraries in. Then tune the init.txt.
Title: Re: [44.12] OldGenesis mod - barkstrips, suede, fur, leather, hide
Post by: TomiTapio on August 09, 2018, 06:44:01 am
Yay, a Serpentfolk (naga) diplomat visited! That's rare.

Here's a 2016 Phoebus screenshot: dark dwarves in the caves.
Spoiler (click to show/hide)

A 2012 screenshot: "serpentfolk invasion! we are so dead." 
Spoiler (click to show/hide)
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on August 09, 2018, 01:34:20 pm
=== 44.12b OldGenesis  ===
see http://dffd.bay12games.com/who.php?id=1538
no Phoebus yet

Changelog:
2018-07-13: OldGenesis version 44.12
- tip: MESSENGER assigning to talk to your hillocks: locations screen where assign performers and tavern keepers.
Spoiler (click to show/hide)

2018-08-09: OldGenesis version 44.12b
- honey to value 5, mead to value 4. (best alcohols like whiskey and tequila are value 5.)
- wax value increased from 2 to 4. It's rare.
- added reaction "distil turpentine and tar" at charcoal furnace (b-e-h, build with stone blocks), use wood burner skill. Tar and Turpentine are for export, can't use them yet.
  real world: hardwood tar from oak and beech, tar from pine & birch-bark. mänty-scotspine kuusi-norwayspruce koivu-birch pyökki-beech.
  added reaction class [REACTION_CLASS:DISTIL_TAR] to six trees.
  added TAR and TURPENTINE materials, for export.
  checked: export prices are good per weight.
  test: under 1kg tar in a jug, 7coins worth... switch to barrel. test, okay, 5 tar in a barrel, value is something, can only see at trading session. Maybe 5 x 7 value of tar.

- you should embark with birch, for the bark strips (not for tar).
- hazel nuts from 1 to 5 value.
- "craft leather bin" also in leather shop now, not just furniture workshop.
- dwarf endurance boosted.
- larch now yields tar and turpentine.

- CANCEL: STEEL and SHIELD clan skills adjusted, mining and smelting learned as kids.
- oh bollocks, worldgen broke, cannot gen worlds anymore. Time to roll back changes... *sigh*

- aspid caste pop_ratio down.
- wooden backpack reaction, no longer makes quivers.

Creatures:
- thunderbird cannot be caged, or hurt by stone-fall traps. "Oh hey a T-Rex came and we captured it in a 2.2 meter wooden cage."
- mephits boosted a little.
- centaurs got bow skill and ranged_combat skill.
- beastmen boosted a bit.
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on August 11, 2018, 05:21:49 am
*copies changes from Ironhand to Phoebus, tries making Phoebus worlds, but every medium worldgen crashes*
==rollback some stuff...
Spoiler (click to show/hide)
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on August 11, 2018, 11:24:26 am
Okay all three tileset versions are now up on DFFD, here's link to Phoebus, the most popular one.
Should not crash in worldgen since I fixed the hyena duplicate castes.
http://dffd.bay12games.com/file.php?id=13956
shout-out to all 150+ users of OldGenesis~


Search keywords: df world gen crash in finalizing sites.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10548 and http://www.bay12games.com/dwarves/mantisbt/view.php?id=10624
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on August 12, 2018, 07:58:53 am
OldGenesis promotion time! We have a swimming pool, theatre, anatomical study, and combat training workshops.

And a sport court, crutch-walking training shop, swimming pool scrubbing, milk into hospital-water,
ice boulders into hospital water, and sacrificing weapons at the Altar of War.

(https://www.dropbox.com/s/6ofsjcyl5d0cs8b/DF%20OG%20swim%20and%20theatre%20Untitled.png?dl=1)
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on August 17, 2018, 07:39:59 am
Aww, poor DARK DWARVES in the caves, so bored...
Spoiler (click to show/hide)

Upcoming balance changes for 44.12c:
Spoiler (click to show/hide)

Dwarf caste summary:
STEEL: soldier, leadership, charisma, engraving(male), masonry(female)
SHIELD: soldier, leatherwork
OBSIDIAN: pyrokinesis, smithing and furnace, pottery & glazing, cooking, stonecraft, intimidate with fire
JADE: scholar, bookkeeper, mechanic, light crossbow, teaching, diagnosing, appraisal, herbs, alchemy
STONE: no specialty
MOSS: recovering, poison resistance, nursing, smelt(male), mining(female)
ASPID: poison bite, dagger, lies, flattery, sneaking, dance, tracking, concentration
GLOOMER/DEEP: dagger, butchering, vermin dissecting, alchemy, bonecarving, engraving, lying, reading
SHROOM: happiness defect, fast breeding, poor eyesight. farming, weaving, clothier
DOMPLE: learning defect, milking, animal caretaking
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on August 24, 2018, 07:50:41 am
Dwarven TAR liquid exports in action... after many rounds of price-tuning. 
- 42 units of tar is 1600e, more valuable than a 750e fur-leather armor. 27 kg of tar is worth two cows or two yaks. Hmm, maybe that's a bit too pricy.. Gotta reduce it a tiny bit from 38 to 35.
- a sasquatch was insanely cheap to purchase, increased price from zero to 2500.

(https://www.dropbox.com/s/pe9ypby27cy7b55/DF%20OG%20tar%20export%20%20Untitled.png?dl=1)
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: PiggiesGoMoo on September 03, 2018, 10:55:16 am
New to this mod but I think it's pretty cool.

I did find something that might be a bug though. I dug down to the underworld to suicide my fort because I wanted to start over. However when I found it, the demons were not as strong as expected. All I had was a copper-equipped squad of 9 fairly inexperienced soldiers, and it was early on in the game. This is basically what happened:

None of them appeared to be the scary procedurally generated demons that rush around murdering everything. It was a swarm of striges and frost wraiths, a few umber hulks, and some other demon types that appeared to be a part of the mod's demon race?  They seemed pretty weak by comparison, considering my squad of 9 copper-armed soldiers took out 4-5 frost wraiths and striges.  I had some steel-clan dwarves in the squad to be fair, but they really weren't that well trained either.

That being said, a much bigger problem was that many of the demons fought and killed each other. If they were all unified, I doubt I would have survived. I guess in a way demons murdering each other is very "hell-like". The umber hulks fought the striges, for example. Also some fireball throwing things stayed in the underworld fighting other demons.  I guess if I waited long enough, the demons would have eventually killed me, but maybe not.

Is this a consequence of the mod, a bug, or what?

EDIT: Now that I think about it, I haven't dug to the underworld in DF since DF 34.11.  So maybe demons attacking each other also happens in vanilla, due to some change?
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on September 03, 2018, 06:34:30 pm
Is this a consequence of the mod, a bug, or what?
Hmm.. haven't tested myself, too much DPS loss on opening up the circus :-=)
"demon of pain" and "demon of lust" are the only surface demon castes.
Sometimes the random demons are made of fragile materials. http://dwarffortresswiki.org/index.php/DF2014:Demon#Clean-up
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: PiggiesGoMoo on September 03, 2018, 08:13:48 pm
I got a Yeti poet, probably because I embarked near the nords.  The yeti hasn't recited any poetry, but he has destroyed a kiln and a limestone door lol.  It's not hostile though. Pretty hilarious
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on September 09, 2018, 08:55:45 am
Yess, got Proper Stress after six groblins invaded and died all over our Bard Zone(TM). 70 citizens, 16 of which have 10k to 90k stress.

invented new TODO items
to-do leather bed. Ooh such luxury, a tiger fur bed!
to-do plump fairy, in normal grass and forest.
to-do cremate teeth.
to-do cloth item into THREAD
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on September 16, 2018, 10:07:25 am

Today's settlement, no water anywhere, not in caves, not on surface woods. So we use the screw press to make "hospital water" (tomato/potato etc juice).
Giant moles killed 4 of us, early on. Now some spear-nosed bats are raiding our beer barrels.

(https://www.dropbox.com/s/g5sk58crdp3j9yc/DF%20OG%20plants%20Untitled.png?dl=1)
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: Thundercraft on September 27, 2018, 02:18:19 pm
Kudos to TomiTapio for updating and maintaining the Old Genesis. (https://upload.wikimedia.org/wikipedia/commons/thumb/8/87/Symbol_thumbs_up.svg/18px-Symbol_thumbs_up.svg.png) That takes time and effort.

Though, I really do wish that the OP had a link to Deon's classic Genesis Mod topic (http://www.bay12forums.com/smf/index.php?topic=52988.0) for 0.31.x (and updated for 0.40.x). Not all of us have that topic bookmarked. And the forum's search function seems rather hit or miss in terms of results.

BTW: Is it safe to assume that the Genesis Mod Wiki (http://df-genesis.wikidot.com/) is hopelessly outdated at this point? Are there any plans to start an "OldGenesis Wiki" that would be more current?

Further, I think it would be nice to have a more complete changelog in (or near) the OP. It seems changelog notes are scattered around with the posts announcing each release, which makes them hard to find. That, and there is a "2012 changelog" file in the downloads themselves. However, that changelog only covers May 14, 2012 through Oct. 1, 2012. The rest of the changelog notes seem hidden in the middle of the "OldGenesis notes.txt" file, making it seem scattered or a bit disorganized.

Thankfully, I found a lot of useful documentation and notes in the "OldGenesis documentation.txt" file, including a bunch of stuff that is missing in the OP. But I have to wonder: Why isn't all this mentioned in the OP (at least in {spoiler} tags)?
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on September 28, 2018, 05:31:08 am
Thanks, I added link to the 2010-2015 mega thread and to all of master Deon's uploads.
Yeah the 2012 or 2013 version's wiki is totally out of date.
Changelog I think I'll keep in the notes text file, which is also my project management file full of todo-items.
Thanks for the suggestions, they were helpful!

---------------------
My screenshots of OldGen in the twitter hashtag: https://twitter.com/hashtag/oldgenesis?f=tweets&vertical=default&src=hash

Version .12c any week now, with much tweaks like:
Spoiler (click to show/hide)

I'm considering adding a needy, useless noble/blueblood caste
that refuses to learn most of the skills, and has a needy greedy lazy personality. What job would they favor, perhaps gem cutter and architect?
(existing domple caste has a learning disability and a happy, hard-working personality, arrive as animal caretakers)
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on September 30, 2018, 07:14:25 am
Feeling brave, as previous 2x2 fort defeated three Centaur assaults. This fort is deeper into hostile territory, same world.
(https://www.dropbox.com/s/ra4m3s3l5hd10a9/DF%20OG%20emba%20Untitled.png?dl=1)
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on October 07, 2018, 12:29:38 pm
=== Metallic update!  44.12c OldGenesis Ironhand is here ===
Ironhand version is out now: http://dffd.bay12games.com/file.php?id=14058
ASCII : http://dffd.bay12games.com/file.php?id=14062
Phoebus in a few days.

Changelog:
2018-10-07: OldGenesis version 44.12c
- apparently, foreigner visitors like to use the swimming pool and theatre and rockball sports court!
- olive tree promoted to fairwood.
- terebinth tree added, the original mediterranean turpentine-tree.
- unarmed combat (punch/kick) velocities reduced. Punch made prepare-2, recover-3, a little quicker.
- snakemen to use centaur ethics, to get war. They had groblin ethics.
- aquifers removed for N releases.
Spoiler (click to show/hide)
Title: Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on October 08, 2018, 11:40:46 am
=== Incredisquare update!  44.12c OldGenesis ASCII is here ===
ASCII : http://dffd.bay12games.com/file.php?id=14062
Title: Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on October 11, 2018, 11:29:26 am
=== Phoebus caverns glimmer!  44.12c OldGenesis is here ===
Phoebus version: http://dffd.bay12games.com/file.php?id=14065
Title: Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on October 21, 2018, 08:49:11 pm
patch file that adds to all three tileset versions:

- blueblood / posh dwarf caste. Lazy as heck, will not learn sweaty peasant professions,
likes gems, horse training, cat kicking, glassblowing, poetry, flattery, appraisal, architecture, brewing, cheesing.
"You dirty-arsed vomit-covered tanglebeards! I better distil the sherry myself, you can't be trusted with the finer things in life."


http://dffd.bay12games.com/file.php?id=14080

hmm I better make them walk much slower, so they aren't used as haulers. Please disable the posherinos' hauling, they are meant to glassblow and write beardpoems.
Title: Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: joaodosgrao on November 04, 2018, 04:26:09 pm
Is there a way I can use this mod in tandem with Peridexis starter pack?

I would like to at least have DFhack, Soundsense, Dwarf Therapist and Quickfort.
How do I do this?
Title: Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on November 06, 2018, 10:36:20 am
Is there a way I can use this mod in tandem with Peridexis starter pack?
I would like to at least have DFhack, Soundsense, Dwarf Therapist and Quickfort.
How do I do this?
(for Ironhand tiles version, ascii version is easier to copy over to that starter pack)

You'll need data/art/ironhand.png, data/init configs that command the game to use ironhand.png and turn graphics on, and the subfolders of the "raw" folder (which contain animal and person graphics, and all the moddable data).
I use Dwarf Therapist myself, and Soundsense should be easy to set up, it just reads the gamelog.txt every 1 second.

Short version: delete starter pack's "raw", put OldGenesis "raw" folder there, copy tileset png to data/art, edit init to use the tileset png.
Title: Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: joaodosgrao on November 10, 2018, 10:28:42 am
Is there a way I can use this mod in tandem with Peridexis starter pack?
I would like to at least have DFhack, Soundsense, Dwarf Therapist and Quickfort.
How do I do this?
(for Ironhand tiles version, ascii version is easier to copy over to that starter pack)

You'll need data/art/ironhand.png, data/init configs that command the game to use ironhand.png and turn graphics on, and the subfolders of the "raw" folder (which contain animal and person graphics, and all the moddable data).
I use Dwarf Therapist myself, and Soundsense should be easy to set up, it just reads the gamelog.txt every 1 second.

Short version: delete starter pack's "raw", put OldGenesis "raw" folder there, copy tileset png to data/art, edit init to use the tileset png.

I get the same fatal error when I do you short version.
Isn't there any possibility of uploading a mod that already works with LNP?
Title: Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on November 13, 2018, 01:05:39 pm
Heh, a minor OldGenesis bug/feature: "bonfire-bound codex". On fire forever. Material from Warlord255's Bonfire mod.
Burns the wagon it arrives in. A truly magical tome!
Title: Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: thefriendlyhacker on November 13, 2018, 10:25:39 pm
Heh, a minor OldGenesis bug/feature: "bonfire-bound codex". On fire forever. Material from Warlord255's Bonfire mod.
Burns the wagon it arrives in. A truly magical tome!
I believe Warlord released a fix for that.  In any case, slapping [SPECIAL] on the bonfire material RAWs should fix that problem if you want something quick and easy.
Title: Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on December 15, 2018, 02:03:21 pm

Nice, we have 260 people who have downloaded OldGenesis mod's latest version.
http://dffd.bay12games.com/who.php?id=1538

Upcoming stuff in version 44.12d, any week now:
Spoiler (click to show/hide)
Title: Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: Durian Hohlades on January 03, 2019, 05:57:55 pm
hey there, i wonder how i can extract all the necessary information about bonfire from this mod?

i managed to get the building and the reaction into a vanilla df, but its not generating smoke mhh what am i missing?
Title: Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on January 03, 2019, 07:03:36 pm
hey there, i wonder how i can extract all the necessary information about bonfire from this mod?
i managed to get the building and the reaction into a vanilla df, but its not generating smoke mhh what am i missing?
Warlord255 has bonfire mod 2.0, it has install instructions: http://dffd.bay12games.com/file.php?id=13653


You need the burning materials too: here is 1.0's materials

in plants file
Spoiler (click to show/hide)
Title: Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
Post by: TomiTapio on January 07, 2019, 11:40:49 am
=== Posh dwarves come and start glassblowing!  44.12d OldGenesis is here ===

Phoebus including a speedy small_region : http://dffd.bay12games.com/file.php?id=14185
Ironhand version : http://dffd.bay12games.com/file.php?id=14186
ASCII including a speedy small_region : http://dffd.bay12games.com/file.php?id=14189

- posh dwarf caste added
  Lazy as heck, will not learn sweaty peasant professions,
  likes gems, horse training, cat kicking, glassblowing, poetry, flattery, appraisal, architecture, brewing, cheesemaking.

Changelog:
Spoiler (click to show/hide)
Title: Re: [44.12d] OldGenesis mod - barkstrip leather, demon caravan, posh dwarf clan
Post by: TomiTapio on January 10, 2019, 11:47:30 am
All righty, OldGenesis ASCII version 44.12d has been WinMerge-changescopiedover and uploaded to DFFD:
http://dffd.bay12games.com/who.php?id=1538

Thanks, 27 users who downloaded 44.12d!
Title: Re: [44.12d] OldGenesis mod - barkstrip leather, demon caravan, posh dwarf caste
Post by: TomiTapio on January 28, 2019, 01:52:47 am
<newsman voice> This just in: The OldGenesis mod is still excellent.


Edit: transmute metals at alchemy workshop, sacrifice weapons etc. at the Altar of War and Altar of Nature.
aluminum + brimstone = transmute aluminum into mithril. I should embark with brimstone(sulphur).

I should add some workshop uses for our tar and turpentine.

Title: Re: [44.12d] OldGenesis mod - barkstrip leather, posh dwarf caste, unhappiness
Post by: TomiTapio on January 31, 2019, 11:41:05 pm
In OldGenesis we have four alcohol materials: regular, lousy, mead, and fine (agave, corn, moonberry, nightshade, grape, sunberry, glowberry, oops human whiskey doesn't exist).
Lousy rotgut has no positive effects besides hydration and satiating the need for alcohol.

Code: [Select]
[MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE] --vanilla, average drinking goodness
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:frozen alcohol]
[STATE_ADJ:ALL_SOLID:frozen alcohol]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:alcohol]
[STATE_ADJ:LIQUID:alcohol]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:boiling alcohol]
[STATE_ADJ:GAS:boiling alcohol]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:4]
[SPEC_HEAT:2440]
[IGNITE_POINT:10800]
[MELTING_POINT:9850]
[BOILING_POINT:10150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:789]
[LIQUID_DENSITY:789]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[ALCOHOL_PLANT]
[SYNDROME] --new with 0.42.01. Medium quality, Tomi's tunings:
[SYN_NAME:inebriation]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_NAUSEA:SEV:35:PROB:40:SIZE_DILUTES:START:220:PEAK:480:END:1000:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:15:PROB:60:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:35:PROB:70:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]

[CE_ERRATIC_BEHAVIOR:SEV:55:PROB:30:SIZE_DILUTES:START:80:PEAK:120:END:320:DWF_STRETCH:4]
[CE_IMPAIR_FUNCTION:SEV:20:BP:BY_TYPE:BREATHE:ALL:PROB:20:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]

[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:35:FACET:CONFIDENCE:35:FACET:POLITENESS:-45:FACET:THOUGHTLESSNESS:45:PROB:100:SIZE_DILUTES:START:60:PEAK:180:END:1380:DWF_STRETCH:4]

[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:18:PROB:90:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:12:PROB:80:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AFFECTION:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AROUSAL:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:ELATION:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:FREEDOM:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HOPE:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HAPPINESS:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]

[MATERIAL_TEMPLATE:LOUSY_ALCOHOL_TEMPLATE] --Feb 2018 by Tomi, no positives from crap alcohol
[STATE_COLOR:ALL_SOLID:RED]
[STATE_NAME:ALL_SOLID:frozen rotgut]
[STATE_ADJ:ALL_SOLID:frozen rotgut]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:rotgut]
[STATE_ADJ:LIQUID:rotgut]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:boiling alcohol]
[STATE_ADJ:GAS:boiling alcohol]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:2] was 1 but it's... needed In Dwarf-Land.
[SPEC_HEAT:2440]
[IGNITE_POINT:10800]
[MELTING_POINT:9850]
[BOILING_POINT:10150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:789]
[LIQUID_DENSITY:789]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[ALCOHOL_PLANT]
[SYNDROME] --rotgut, lousy
[SYN_NAME:rotgut drinking]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_NAUSEA:SEV:95:PROB:80:SIZE_DILUTES:START:220:PEAK:480:END:1000:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:55:PROB:90:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:35:PROB:90:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_ERRATIC_BEHAVIOR:SEV:55:PROB:90:SIZE_DILUTES:START:80:PEAK:120:END:320:DWF_STRETCH:4]
[CE_IMPAIR_FUNCTION:SEV:20:BP:BY_TYPE:BREATHE:ALL:PROB:20:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:35:FACET:CONFIDENCE:35:FACET:POLITENESS:-45:FACET:THOUGHTLESSNESS:45:PROB:100:SIZE_DILUTES:START:60:PEAK:180:END:1380:DWF_STRETCH:4]

[MATERIAL_TEMPLATE:FINE_ALCOHOL_TEMPLATE] --Feb 2018 by Tomi, more positives, whiskey, rum, vodka
[STATE_COLOR:ALL_SOLID:YELLOW]
[STATE_NAME:ALL_SOLID:frozen spirits]
[STATE_ADJ:ALL_SOLID:frozen spirits]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:spirits]
[STATE_ADJ:LIQUID:spirits]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:boiling spirits]
[STATE_ADJ:GAS:boiling spirits]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:6] boosted. medium is 4.
[SPEC_HEAT:2440]
[IGNITE_POINT:10800]
[MELTING_POINT:9850]
[BOILING_POINT:10150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:789]
[LIQUID_DENSITY:789]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[ALCOHOL_PLANT]
[SYNDROME] --new with 0.42.01. Best quality, Tomi's tunings:
[SYN_NAME:lovely alcohol]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_NAUSEA:SEV:35:PROB:20:SIZE_DILUTES:START:220:PEAK:480:END:1000:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:55:PROB:20:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:35:PROB:10:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_ERRATIC_BEHAVIOR:SEV:55:PROB:30:SIZE_DILUTES:START:80:PEAK:120:END:320:DWF_STRETCH:4]
[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:25:FACET:CONFIDENCE:25:FACET:POLITENESS:-25:FACET:THOUGHTLESSNESS:25:PROB:100:SIZE_DILUTES:START:10:PEAK:220:END:1780:DWF_STRETCH:4]

[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:22:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:12:PROB:80:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AFFECTION:SEV:8:PROB:55:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AROUSAL:SEV:8:PROB:80:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:ELATION:SEV:8:PROB:55:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:FREEDOM:SEV:8:PROB:55:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HOPE:SEV:8:PROB:65:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HAPPINESS:SEV:8:PROB:55:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:CARING:SEV:12:PROB:60:SIZE_DILUTES:START:10:PEAK:120:END:280:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:DELIGHT:SEV:12:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:280:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:PLEASURE:SEV:12:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:280:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:RELIEF:SEV:12:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:280:DWF_STRETCH:4]
Title: Re: [44.12d] OldGenesis mod - barkstrip leather, posh dwarf caste, unhappiness
Post by: TomiTapio on February 13, 2019, 08:55:43 am
.
Working on worn clothes into useful thread, for OldGenesis. Got it mostly working.
How to specify that an ITEM_xxxx reagent must be damaged? I prevented leather-clothes-into-thread with a custom reaction class.

Someone who edits the DF wiki a lot, please add the names of the workshops, for modders. Took a while to find that "CLOTHES" was the valid workshop name, found it in the string dump.

ps. 130 heroic users have downloaded the 44.12d OldGenesis.

reaction_furniture:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: [44.12d] OldGenesis mod - barkstrip leather, posh dwarf caste, unhappiness
Post by: TomiTapio on February 19, 2019, 03:30:51 am
Which OldGenesis trees give bark strips leather? (good for shoes, bins, backpacks, quivers, minimal armor)
plant_new_trees.txt(2083,19):       [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. cherry. The Japanese make cherry bark crafts from 80+ years old cherry trees.
plant_standard.txt(1120,19):       [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. white pine.
plant_standard.txt(1175,19):       [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. cedar.
plant_standard.txt(2282,19):       [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. birch.
plant_standard.txt(2416,19):       [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. black ash.
plant_trees_oldgen.txt(807,19):       [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. poplar.
plant_trees_oldgen.txt(1656,19):    [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. silver birch.
plant_trees_oldgen.txt(1747,19):    [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. yellow birch.

Which trees give tar and turpentine?
[REACTION_CLASS:DISTIL_TAR] --2018-07 pine
[REACTION_CLASS:DISTIL_TAR] --2018-07 oak
[REACTION_CLASS:DISTIL_TAR] --2018-08 larch
[REACTION_CLASS:DISTIL_TAR] --2018-07 beech
[REACTION_CLASS:DISTIL_TAR] --2018-07 silver birch
[REACTION_CLASS:DISTIL_TAR] --2018-07 yellow birch
[REACTION_CLASS:DISTIL_TAR] --2018-08 terebinth
[REACTION_CLASS:DISTIL_TAR] --2018-07 spruce

Which stones make caveman edged-weapons?
obsidian, ultra 20000 edge. Sharper than iron, worse than steel.
basalt, chert, flint the high-quality chert
dacite, elvan greenstone, greenstone
limestone, mudstone, argillite (mud also), marlstone
rhyolite, fossil siltstone, fossil mudstone
schist, slate
sandstone, siltstone

ps. Finland, my country, has a history of tar exporting and birch bark crafts. tuohivirsu, tuohireppu.
pps. want to make non-barkstrips leather goods for a while? Go to stocks/tannedhides and forbid all bark strips, then make armors, then unforbid your leather stockpile.
Title: Re: [44.12d] OldGenesis mod - barkstrip leather, posh dwarf caste, unhappiness
Post by: TomiTapio on March 03, 2019, 07:43:11 am
Crafting fine things in current demon&horse siege -suffering place

Spoiler (click to show/hide)
Title: Re: [44.12d] OldGenesis mod - noble-lazy caste, learning disabi caste, alcohol tiers
Post by: TomiTapio on March 21, 2019, 06:19:50 am
It's not yet time for a 44.12e release, need more improvements.

Changelog so far:
Spoiler (click to show/hide)
Title: Re: [44.12d] OldGenesis mod - noble-lazy caste, learning disabi caste, alcohol tiers
Post by: TomiTapio on March 27, 2019, 07:10:59 am
Eeeehh too many posh caste lazy butts... they just poetry and glassblow all week long. Then again you can make a posh-only combat squad.

(https://www.dropbox.com/s/o4evzlxcfhml544/DF%20OG%20too%20many%20poshhh%20Untitled.png?dl=1)
Title: Re: [44.12d] OldGenesis mod - noble-lazy caste, learning disabi caste, alcohol tiers
Post by: TomiTapio on April 20, 2019, 06:30:58 pm
today working on this modding: make logical things from cheap thin leather and barkstrips-leatherlike.

Spoiler (click to show/hide)

last summer's core reaction:
[REACTION:GET_BARKSTRIPS_PROPER] 2018-06. a lowquality-leather from trees that have IRL bark crafts:  birch, silver birch, yellow birch, cherry, black ash, tulip poplar, cedar, white pine.
Spoiler (click to show/hide)
Title: Re: [44.12d] OldGenesis mod - noble-lazy caste, learning disabi caste, alcohol tiers
Post by: TomiTapio on April 21, 2019, 09:40:16 am
I made more progress today.

Code: [Select]
[REACTION:SEW_SUEDE_TOYS] 2019-04
[NAME:sew suede toys]
[BUILDING:LEATHER:CUSTOM_SHIFT_T]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REACTION_CLASS:SUEDE]
--REAGENT:C:1:THREAD:NONE:NONE:NONE:NONE] --can use wood/bone pegs instead of thread. Or leather strips thru holes.
[PRODUCT:35:1:TOY:ITEM_TOY_BOAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_DICE_AND_TRACK_BOARD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:30:1:TOY:ITEM_TOY_GOGGLES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_MEDALLION:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_MINIDEPOT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:30:1:TOY:ITEM_TOY_PLAYNOBLE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_RINGTOSS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:38:1:TOY:ITEM_TOY_BALLSET:GET_MATERIAL_FROM_REAGENT:A:NONE] - juggling balls / play balls filled with sand or dirt or hay or wool.
[PRODUCT:35:1:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use cheapest leather to make toys for the little ones. Also shoes.]
[DESCRIPTION:One suede in, various toys out, maybe three in total.]

[REACTION:CRAFT_BARKSTRIP_TOYS] 2019-04
[NAME:craft barkstrip toys]
[BUILDING:LEATHER:CUSTOM_SHIFT_B]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REACTION_CLASS:BARKSTRIPS_LEATHERLIKE]
--REAGENT:C:1:THREAD:NONE:NONE:NONE:NONE] --can use wood/bone pegs instead of thread. Or leather strips thru holes.
[PRODUCT:40:1:TOY:ITEM_TOY_BOAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:35:1:TOY:ITEM_TOY_GOGGLES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:40:1:TOY:ITEM_TOY_MEDALLION:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_MINIDEPOT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_PLAYNOBLE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_RINGTOSS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:30:1:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use bark strips to make toys for the little ones. Also shoes.]

[REACTION:SEW_SUEDE_GEAR] 2019-04, random output so don't need friggin' 10 different reactions.
suede clothes. waterskin!  Suede shoes. quiver. suede gloves, ITEM_ARMOR_SHIRT ITEM_ARMOR_VEST ITEM_ARMOR_HOOD ITEM_HELM_CAP ITEM_PANTS_PANTS skirt.
[NAME:sew cheap suede items]
[BUILDING:LEATHER:CUSTOM_SHIFT_S]
[REAGENT:A:2:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REACTION_CLASS:SUEDE] don't waste the armortype leather on these things.
--REAGENT:C:1:THREAD:NONE:NONE:NONE:NONE] --can use wood/bone pegs instead of thread. Or leather strips thru holes.

[PRODUCT:9:1:HELM:ITEM_HELM_HOOD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:6:1:HELM:ITEM_HELM_CAP:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:6:1:ARMOR:ITEM_ARMOR_SHIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:6:1:ARMOR:ITEM_ARMOR_VEST:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:9:1:GLOVES:ITEM_GLOVES_GLOVES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:8:1:PANTS:ITEM_PANTS_SKIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:12:1:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:12:1:FLASK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:12:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use two cheap thin leather to make shoes, pants, other clothes, waterskins, quivers, backpacks]

[REACTION:SEW_FUR_CLOTHES] 2019-04, random output so don't need friggin' 10 different reactions.
[NAME:sew luxury fur items]
[BUILDING:LEATHER:CUSTOM_SHIFT_F]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE] maybe two??
[REACTION_CLASS:FUR_LEATHER] don't waste the armortype leather on these things.
--REAGENT:C:1:THREAD:NONE:NONE:NONE:NONE] --can use wood/bone pegs instead of thread. Or leather strips thru holes.

[PRODUCT:15:1:HELM:ITEM_HELM_HOOD:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:6:1:ARMOR:ITEM_ARMOR_SHIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:8:1:ARMOR:ITEM_ARMOR_VEST:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:18:1:ARMOR:ITEM_ARMOR_CAPE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:18:1:ARMOR:ITEM_ARMOR_DRESS:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:18:1:GLOVES:ITEM_GLOVES_MITTENS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:18:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:A:NONE]  good for cold regions
[PRODUCT:8:1:PANTS:ITEM_PANTS_SKIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:5:1:FLASK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:7:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use two cheap thin leather to make shoes, pants, other clothes, waterskins, quivers, backpacks]

==============================================================================

[REACTION:CRAFT_LEATHER_ARMOR_PROPER] 2019-04, use only thick leathers.
[NAME:leather armor from proper]
[BUILDING:LEATHER:CUSTOM_SHIFT_A]
[REAGENT:A:2:SKIN_TANNED:NONE:NONE:NONE:NONE] use 10 kg
[REACTION_CLASS:ARMORTYPE_LEATHER] use thick
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_LEATHER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use two thick leather to make a leather armor.]

[REACTION:CRAFT_LEATHER_HIGHBOOT_PROPER] 2019-04
[NAME:leather boots from proper]
[BUILDING:LEATHER:CUSTOM_SHIFT_O]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE] use 5 kg
[REACTION_CLASS:ARMORTYPE_LEATHER] use thick
[PRODUCT:100:1:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:1:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use thick leather to make two high boots.]

[REACTION:CRAFT_LEATHER_GAUNTLET_PROPER] 2019-04
[NAME:leather gauntlet from proper]
[BUILDING:LEATHER:CUSTOM_SHIFT_G]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE] use 5 kg
[REACTION_CLASS:ARMORTYPE_LEATHER] use thick
[PRODUCT:100:1:GLOVES:ITEM_GLOVES_GAUNTLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:1:GLOVES:ITEM_GLOVES_GAUNTLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use thick leather to make two leather gauntlets.]

[REACTION:CRAFT_LEATHER_HELM_PROPER] 2019-04
[NAME:leather helm from proper]
[BUILDING:LEATHER:CUSTOM_SHIFT_H]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE] use 5 kg
[REACTION_CLASS:ARMORTYPE_LEATHER] use thick
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use thick leather to make two leather helms.]


----notyet REACTION:CRAFT_BARKSTRIP_GEAR] 2019-xx. buckler? shoe? quiver. backpack. cap.
Title: Re: [44.12d] OldGenesis mod - noble-lazy caste, learning disabi caste, alcohol tiers
Post by: TomiTapio on April 25, 2019, 01:31:45 pm
The correct stone types for carving, took some research.
COMPARE ROCKS site was a good help:  https://rocks.comparenature.com/en/claystone-uses/model-50-7

[REACTION_CLASS:CARVE_SMOOTH] : argillite, serpentine, steatite-soapstone(not in OldGenesis), alabaster, limestone, phyllite, marlstone, dolomite, jet, diabase, 3 marbles, black marble, sandstone, mudstone, siltstone, fragile chalk, more...
New reactions:

Spoiler (click to show/hide)
Title: Re: [44.12d] OldGenesis mod - noble-lazy caste, learning disabi caste, alcohol tiers
Post by: TomiTapio on April 28, 2019, 11:52:41 am
Today I added to future version: wood carving from the top tier logs.

(cherry, oak, mahogany, walnut, maple, black-cap, nether-cap, bloodthorn, glumprong, highwood, chestnut,
ash, black ash, blackwood, vallenwood, golden oak, faraway tree, ako, teak, satinwood, ebony, elm, yew, hickory, redwood, sequoia)

Spoiler (click to show/hide)
Title: Re: [44.12d] OldGenesis mod - noble-lazy caste, learning disabi caste, alcohol tiers
Post by: TomiTapio on May 02, 2019, 02:52:14 pm
oops, error found in semiprecious gemstones carving. it took in crafts as well as roughgems, so jade ring into two jade rings, forever.
Will be fixed in the next release.

fixed version:
[REACTION:CARVE_PREC_EARRING] 2018-08
   [NAME:carve precious earrings]
   [BUILDING:CRAFTSMAN:NONE]
   [REAGENT:semiprec:1:ROUGH:NONE:NONE:NONE]    [REACTION_CLASS:SEMIPREC_CARVING]
   [PRODUCT:100:2:EARRING:NONE:GET_MATERIAL_FROM_REAGENT:semiprec:NONE]   [PRODUCT_TOKEN:earring]
   [SKILL:CUTGEM]
Title: Re: [44.12d] OldGenesis mod - noble-lazy caste, learning disabi caste, alcohol tiers
Post by: TomiTapio on May 06, 2019, 11:41:42 am
=== Oi'll dip your jade earrings* in the tar barrel! OldGenesis 44.12e is here! ===

Ironhand version : http://dffd.bay12games.com/file.php?id=14365
Phoebus version : http://dffd.bay12games.com/file.php?id=14372
ASCII version : http://dffd.bay12games.com/file.php?id=14371

all my uploads: http://dffd.bay12games.com/who.php?id=1538
* reaction : carve from semiprecious rough gems

- 44.12e changelog:

Spoiler (click to show/hide)


Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on May 11, 2019, 01:41:26 pm
Paging everyone, OldGenesis 12e all three tileset versions are out now.

What the heck should I use the tar and turpentine for? Tar can be glue but what can the dorfs glue?
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: Wyrdean on May 20, 2019, 12:44:02 pm
Paging everyone, OldGenesis 12e all three tileset versions are out now.

What the heck should I use the tar and turpentine for? Tar can be glue but what can the dorfs glue?

Books perhaps?
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: Wannabehero on May 23, 2019, 04:22:21 pm
Paging everyone, OldGenesis 12e all three tileset versions are out now.

What the heck should I use the tar and turpentine for? Tar can be glue but what can the dorfs glue?

Glue + Woven Cloth = Composite (cloth armor plate or whatever you prefer)

https://en.wikipedia.org/wiki/Linothorax (https://en.wikipedia.org/wiki/Linothorax)

Glue + Thin wood planks = Plywood

https://en.wikipedia.org/wiki/Plywood (https://en.wikipedia.org/wiki/Plywood)

Glue + Paper = Paper crafts?
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: voliol on May 24, 2019, 01:14:02 pm
Wooden furniture could use glue, I know some (semi-)modern ones do.
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: Korgoth on May 31, 2019, 01:45:19 pm
there is a way for me to add more animal persons for the game without crashing?
i tried to mess with the raws to add some animal persons variants for the already existing animals, but the game crashes on the world gen.
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on June 01, 2019, 10:41:28 am
there is a way for me to add more animal persons for the game without crashing?
i tried to mess with the raws to add some animal persons variants for the already existing animals, but the game crashes on the world gen.
Some of OldGen anatomy might be non-standard (especially gender-specific parts), but I don't see how that could cause a crash. We have 20 animal persons in OG currently.
Spoiler (click to show/hide)
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on June 01, 2019, 10:42:33 am
Hurrah, dwarf personality tunings seem to be good and balanced!
Just had an oldschool "loyalty cascade", dorfs murdering so much, 30 dead. (from 57 to 27 citizens). Quite rare event.

Hey, which adventure mode animals / beasts need some soundmessages added?
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: Korgoth on June 01, 2019, 11:36:38 am
well, I was adding them on the specific raws of the creatures, like the creature_temperate_new to add a boar man, and to add insect people, but the game continued to crash on world gen until I did a clean copy of the inicial raws. Maybe doing only on the creatures_normal_normal it will work? gonna try it out
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on June 13, 2019, 02:23:22 pm
Hah, posh-caste dwarves are 0.4 % to 1.9 % suitable for the fisher job! So low.
(brew, beekeep, wax crafts, appraise, trade are their strong suits) (these are visible in Dwarf Therapist)

---
some foods: plump helmet cube soup, quarry bush slabcake, longland beer fries, dwarven bad ale burgers, lettuce jelly, quarry bush leaf broth.
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on June 18, 2019, 07:05:43 am
Slowly accumulating changes improvements as I play...


Code: [Select]
2019-06-xx: OldGenesis version 44.12f

note: if you have many barkstrips-leather, the caravans will telepathically know this, and they won't bring proper leather. Order hide/leather/fur from the mountainhomes.
note: wood weighs 19 to 41 kg per haulful.

- wooden(and all) bolts and arrows boosted about 5%, they were too weak vs alpaca legs.
- heavy sweating syndrome, limited to jade, posh, gloomy castes. (used to include stone male and shroom)
- masonry basics added to male moss dwarves(already smelting), carpentry added to female moss dwarves(already mining). Stone clan kept at no-base-skills.
  gem cutting added to posh male dwarves, alchemy to posh female dwarves.
- dwarves learn woodcrafting slower. (at start of embark, cut 20 trees and command "carve finest wood items".)
- metal ore frequencies adjusted.
 
Creatures:
- more armadillos.
- fewer pigeon infestations.
- ghouls made more common, freq 17 way too rare. Ghouls don't "EQUIPS" anymore.
- tiger, white tiger, jaguat got [AMPHIBIOUS].
- pig, warthog, goat, horses, zebra, cow, buffalo, water buffalo, yak to buildingdestroyer. Keep them in their pens, not in the tavern.

- Groblins breed more.
- centaur recruit icon fixed.
- muscle and bone tissue bleed a tiny bit more. A bit more pain in muscle damage.

- wooden crude daggers only "bruise the fat" of cave tortoise leg? Oh dear. Gotta adjust.

TODO goodwood mechanisms.

todo forge shield of bolt-approved metal.
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on June 24, 2019, 03:48:55 am
Heck yeah, Keeper humans send a squad to punish my dwarves!
(because we slew a Yeti Poet guest that smashed workshops. Musta been part of Keeper civ.)
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 04, 2019, 06:42:04 am

"Hey Urist! How many days does it take you to carry one mechanisms and five daggers to that new trap, 80 tiles (160+m) away?"

"Umm... [walks 120 tiles/day] 12 one-way walks for six items... Eight days gib or takeh, depending how drunk and stressed I am."
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 05, 2019, 05:01:07 am
... the book is mightier than the sword, thought the Keeper human...
in the end, a ratman shook the warrior by the head, tearing many muscles.

Code: [Select]
`Boneca cook' has created a masterpiece rabbit skull totem!
Tun Lolumavuz has become a Bone Carver.
You have struck prase opal!
Faba Saltoaccipiter, Keeper Scholar is visiting.
Deler Kirdomas, Furnace Operator cancels Cremate bodyparts: Needs 2 CREMATION CREMATION_MAT-producing body part.
`Thi dusk', Dusk Elf Spearman is aware of his surroundings again.
`Ingi domp', Trapper cancels Get Provisions: Resting injury.
The chimpanzee flounders in the water!
`Boneca cook' has created a masterpiece giant anole skull totem!
`Boneca cook' has created a masterpiece chimpanzee skull totem!
Shorast Nolonul has engraved a masterpiece!
`Ered HERO' has engraved a masterpiece!
x2
Equus Rectuslocus, Keeper Scholar is visiting.
Foederatus Remittosudo, lady consort is visiting.
`Ered HERO' has engraved a masterpiece!
x2
x3
x4
x5
Shorast Nolonul has engraved a masterpiece!
The keeper swordsman strikes the vile scorpion in the abdomen with her The Unbelievable Treating Injuries, tearing the fat and bruising the muscle and bruising the guts!
The vile scorpion looks sick!
The vile scorpion stands up.
The keeper swordsman strikes the vile scorpion in the left first foot with her The Unbelievable Treating Injuries and the injured part explodes into gore!
An artery has been opened by the attack!
The force twists the left first leg!
The keeper swordsman strikes the vile scorpion in the right third leg with her The Unbelievable Treating Injuries, fracturing the chitin!
The keeper swordsman strikes the vile scorpion in the abdomen with her The Unbelievable Treating Injuries, tearing the fat and bruising the muscle and bruising the guts!
The vile scorpion looks even more sick!
The keeper swordsman punches the vile scorpion in the left third leg with her right hand, tearing the fat and bruising the muscle!
The keeper swordsman strikes the vile scorpion in the left first foot with her The Unbelievable Treating Injuries, tearing apart the fat and bruising the muscle!
The keeper swordsman punches the vile scorpion in the left first foot with her left hand, tearing apart the fat and bruising the muscle!
The force bends the left first leg!
The keeper swordsman strikes the vile scorpion in the right first leg with her The Unbelievable Treating Injuries, fracturing the chitin!
The vile scorpion vomits.
The keeper swordsman strikes the vile scorpion in the right first foot with her Anatomies For The Beginning Practitioner and the injured part explodes into gore!
An artery has been opened by the attack!
The keeper swordsman scratches the vile scorpion in the right third leg, fracturing the chitin and bruising the muscle!
A tendon has been torn!
The vile scorpion retches.
The keeper swordsman kicks the vile scorpion in the abdomen with her right foot and the injured part explodes into gore!
An artery has been opened by the attack!
The keeper swordsman strikes the vile scorpion in the right first leg with her The Unbelievable Treating Injuries, tearing the fat and bruising the muscle!
The keeper swordsman strikes the vile scorpion in the cephalothorax with her The Unbelievable Treating Injuries, chipping the chitin!
The vile scorpion stands up.
The keeper swordsman attacks the vile scorpion but She jumps away!
The keeper swordsman strikes the vile scorpion in the right third leg with her Anatomies For The Beginning Practitioner, fracturing the chitin!
The vile scorpion snatches the keeper swordsman in the left foot with her right pincer, but the attack is deflected by the keeper swordsman's (iron high boot)!
The vile scorpion latches on firmly!
The keeper swordsman strikes the vile scorpion in the abdomen with her Anatomies For The Beginning Practitioner, chipping the chitin and denting the fat!
The keeper swordsman breaks the grip of The vile scorpion's right pincer on the keeper swordsman's left foot.
The vile scorpion attacks the keeper swordsman but She jumps away!
The keeper swordsman strikes the vile scorpion in the cephalothorax with her The Unbelievable Treating Injuries, fracturing the chitin!
The vile scorpion stings the keeper swordsman in the right upper arm, bruising the muscle through the x(forest spider silk cape)x!
The keeper swordsman strikes the vile scorpion in the cephalothorax with her The Unbelievable Treating Injuries and the injured part is crushed!
`Boneca cook', Bone Carver cancels Make Totem: Needs unrotten totemable body part.
`Ingi domp', Trapper cancels Clean Self: Well dry.
Shorast Nolonul has engraved a masterpiece!
The keeper swordsman strikes the ratwoman in the upper body with her The Unbelievable Treating Injuries, bruising the fat!
The ratwoman misses the keeper swordsman!
The keeper swordsman misses the ratwoman!
The ratwoman grabs the keeper swordsman by the nose with her right lower arm!
The keeper swordsman strikes the ratwoman in the left hand with her The Unbelievable Treating Injuries, bruising the muscle!
The force pulls the left wrist!
The ratwoman bites the keeper swordsman in the left hand, but the attack is deflected by the keeper swordsman's (copper left gauntlet)!
The keeper swordsman strikes the ratwoman in the right foot with her Anatomies For The Beginning Practitioner, bruising the fat!
The ratwoman throws the keeper swordsman by the nose with The ratwoman's right lower arm!
The ratwoman releases the grip of The ratwoman's right lower arm from The keeper swordsman's nose.
The ratwoman punches the keeper swordsman in the lower body with her right hand, but the attack is deflected by the keeper swordsman's (®copper breastplate¯)!
The keeper swordsman's head skids along the ground, bruising the muscle!
The keeper swordsman has been stunned!
The ratwoman punches the keeper swordsman in the left upper leg with her left hand, bruising the muscle through the (rope reed robe)!
The keeper swordsman slams into an obstacle!
The keeper swordsman stands up.
The ratwoman kicks the keeper swordsman in the right eye with her left foot and the injured part explodes into gore!
The force bends the head, tearing apart the fat!
Deler Kirdomas, Furnace Operator cancels Store Item in Stockpile: Interrupted by a ratwoman.
The keeper swordsman strikes the ratwoman in the left lower leg with her The Unbelievable Treating Injuries, bruising the fat!
The keeper swordsman misses the ratwoman!
The ratwoman punches the keeper swordsman in the lower body with her left hand, but the attack is deflected by the keeper swordsman's (®copper breastplate¯)!
The ratwoman charges at the keeper swordsman!
The ratwoman collides with the keeper swordsman!
The keeper swordsman is knocked over!
The keeper swordsman stands up.
The keeper swordsman attacks the ratwoman but She jumps away!
The ratwoman grabs the keeper swordsman by the x(forest spider silk cape)x with her right upper arm!
The keeper swordsman strikes the ratwoman in the neck with her Anatomies For The Beginning Practitioner, bruising the fat!
The ratwoman punches the keeper swordsman in the left upper leg with her left hand, but the attack is deflected by the keeper swordsman's (copper mail shirt)!
The force bends the left hip, tearing apart the muscle and tearing apart the muscle!
The keeper swordsman falls over.
The ratwoman releases the grip of The ratwoman's right upper arm on the keeper swordsman's x(forest spider silk cape)x.
The keeper swordsman misses the ratwoman!
The ratwoman grabs the keeper swordsman by the (®copper breastplate¯) with her left lower arm!
The ratwoman releases the grip of The ratwoman's left lower arm on the keeper swordsman's (®copper breastplate¯).
The keeper swordsman misses the ratwoman!
The ratwoman punches the keeper swordsman in the left lower arm with her right hand, but the attack is deflected by the keeper swordsman's (copper left gauntlet)!
The force twists the left elbow, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been torn and a tendon has been torn!
The keeper swordsman attacks the ratwoman but She jumps away!
The ratwoman kicks the keeper swordsman in the left lower leg with her right foot, but the attack is deflected by the keeper swordsman's (iron high boot)!
The force twists the left knee, tearing apart the muscle and tearing apart the muscle!
The keeper swordsman misses the ratwoman!
Pax Ringorfulmen, Keeper Swordsman: I've been injured badly.  This leaves me so shaken.
The ratwoman kicks the keeper swordsman in the lower body with her left foot, but the attack is deflected by the keeper swordsman's (®copper breastplate¯)!
The keeper swordsman attacks the ratwoman but She jumps away!
The ratwoman grabs the keeper swordsman by the tongue with her right upper arm!
The keeper swordsman strikes the ratwoman in the right upper leg with her Anatomies For The Beginning Practitioner, but the attack glances away!
The ratwoman releases the grip of The ratwoman's right upper arm on the keeper swordsman's tongue.
The ratwoman bites the keeper swordsman in the lower lip, tearing apart the skin through the x(rope reed robe)x!
The ratwoman latches on firmly!
The keeper swordsman strikes the ratwoman in the right upper arm with her Anatomies For The Beginning Practitioner, bruising the muscle!
Pax Ringorfulmen, Keeper Swordsman: I have improved my mace.  I am very satisfied.
The ratwoman shakes the keeper swordsman around by the lower lip and the lower lip collapses!
A tendon in the skull has been torn!
The ratwoman grabs the keeper swordsman by the fourth toe, right foot with her right lower arm!
The keeper swordsman misses the ratwoman!
The ratwoman releases the grip of The ratwoman's right lower arm on the keeper swordsman's fourth toe, right foot.
The ratwoman grabs the keeper swordsman by the fourth finger, right hand with her left upper arm!
The keeper swordsman's attack is interrupted!
The ratwoman releases the grip of The ratwoman's left upper arm on the keeper swordsman's fourth finger, right hand.
The keeper swordsman misses the ratwoman!
Pax Ringorfulmen, Keeper Swordsman: I have improved my fighting.  I am very satisfied.
The ratwoman bites the keeper swordsman in the upper left back teeth, tearing apart the lower lip's skin through the X(rope reed robe)X!
The ratwoman latches on firmly!
The keeper swordsman misses the ratwoman!
The ratwoman shakes the keeper swordsman around by the upper left back teeth and the severed part sails off in an arc!
The upper left back teeth is ripped away and remains in The ratwoman's grip!
The ratwoman lets the Pax Ringorfulmen's upper left back tooth drop away as She attacks.
The ratwoman bites the keeper swordsman in the left upper leg, but the attack is deflected by the keeper swordsman's (steel chain leggings)!
The force twists the left hip!
The keeper swordsman misses the ratwoman!
The ratman punches the keeper swordsman in the lower body with his right hand, but the attack is deflected by the keeper swordsman's (®copper breastplate¯)!
The ratwoman scratches the keeper swordsman in the upper body, but the attack is deflected by the keeper swordsman's (®copper breastplate¯)!
The keeper swordsman misses the ratwoman!
The ratman kicks the keeper swordsman in the neck with his right foot, bruising the muscle through the XX(rope reed robe)XX!
The ratwoman bites the keeper swordsman in the lower left back teeth, tearing apart the lower lip's skin!
The ratwoman latches on firmly!
The keeper swordsman misses the ratwoman!
Ratman: Has the tide turned?  I must press on!
The ratwoman shakes the keeper swordsman around by the lower left back teeth and the severed part sails off in an arc!
The lower left back teeth is ripped away and remains in The ratwoman's grip!
The keeper swordsman misses the ratman!
The ratman punches the keeper swordsman in the head with his right hand, but the attack is deflected by the keeper swordsman's (steel helm)!
The force twists the neck, tearing apart the fat!
The ratwoman grabs the keeper swordsman by the first toe, left foot with her right hand!
The ratwoman releases the grip of The ratwoman's right hand on the keeper swordsman's first toe, left foot.
The keeper swordsman attacks the ratman but He jumps away!
The ratwoman grabs the keeper swordsman by the right upper arm with her right lower arm!
The keeper swordsman is unable to break the grip of The ratwoman's right lower arm on The keeper swordsman's right upper arm!
The keeper swordsman misses the ratwoman!
The ratwoman kicks the keeper swordsman in the left eye with her left foot, bruising the left eyelid's skin through the X(forest spider silk cape)X!
The force twists the head, tearing apart the fat!
The keeper swordsman misses the ratwoman!
The ratwoman locks the keeper swordsman's right shoulder with The ratwoman's right lower arm!
Ratwoman: I have improved my fighting.  That was satisfying.
The ratwoman bends the keeper swordsman's right upper arm with The ratwoman's right lower arm and the right shoulder collapses!
A ligament in the right shoulder has been torn and a tendon has been torn!
The keeper swordsman loses hold of the Anatomies For The Beginning Practitioner.
The keeper swordsman loses hold of the The Unbelievable Treating Injuries.
The ratman kicks the keeper swordsman in the lower body with his right foot, but the attack is deflected by the keeper swordsman's (®copper breastplate¯)!
The ratwoman releases the joint lock of The ratwoman's right lower arm on the keeper swordsman's right upper arm.
The keeper swordsman is no longer stunned.
The ratwoman releases the grip of The ratwoman's right lower arm on the keeper swordsman's right upper arm.
The ratwoman grabs the keeper swordsman by the second finger, right hand with her left hand!
`Udil hero', Peasant cancels Store Item in Stockpile: Interrupted by a ratwoman.
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 08, 2019, 04:43:18 am
.
I uploaded a Phoebus-tiles OldGenesis world: it has a few forts to Unretire.
http://dffd.bay12games.com/file.php?id=14442


There are OldGenesis screenshots on Twitter, labeled with a hashtag:
https://twitter.com/hashtag/oldgenesis?f=images&vertical=default&src=hash
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 14, 2019, 07:06:07 am
here's a wandering human monster, for your deserts and swamps, ready to copypaste into any mod:

Code: [Select]
[CREATURE:MONK_DODGING] by TomiTapio July 2011. Based on Deon's Nord humans.
[DESCRIPTION:(Size 70, humanoid) Duki monks are masters of dodging, ducking, evasion, footwork and sidestepping. They are members of a bizarre human sect that has decreed that ducks will one day rule the world.]
[NAME:duki monk:duki monks:duki monk]
[CASTE_NAME:duki monk:duki monks:duki monk]
[CREATURE_TILE:'M'][COLOR:7:3:1]
[AT_PEACE_WITH_WILDLIFE]

[ALL_ACTIVE]

[BIOME:ANY_DESERT]
[BIOME:SWAMP_MANGROVE]
[BIOME:SWAMP_TROPICAL_FRESHWATER]
[BIOME:SWAMP_TROPICAL_SALTWATER]
[BIOME:MARSH_TROPICAL_FRESHWATER]
[BIOME:MARSH_TROPICAL_SALTWATER]
[BIOME:SWAMP_TEMPERATE_SALTWATER]
[BIOME:MARSH_TEMPERATE_SALTWATER]

[LARGE_ROAMING][LARGE_PREDATOR]
[FREQUENCY:5]

[POPULATION_NUMBER:1:2]
[CLUSTER_NUMBER:1:1]

[NOFEAR][CANNOT_UNDEAD]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_BUTCHERABLE] --but still world has its leather :(
[NOPAIN][TRANCES][PRONE_TO_RAGE:4] --this line added due to them mostly fleeing after being spotted.

[INTELLIGENT][CANOPENDOORS][LOCKPICKER]
--MISCHIEVIOUS] --maybe this also causes them to flee a lot. Yes, removing mis. made them fight not flee.
[VIEWRANGE:33] 33 x 2.5 meters = 77.5m
[EQUIPS] --no weapons, yes clothes, how?
[TRAPAVOID] --extremely well trained.
[CURIOUSBEAST_EATER][CURIOUSBEAST_GUZZLER] --forces them to approach the fort
[AMBUSHPREDATOR][LIKES_FIGHTING]
[PETVALUE:2000] --you can't cage them anyways. Unless unconscious on cagetrap.
[PREFSTRING:dodging skills]
[PREFSTRING:killer kicks]
[PHYS_ATT_RANGE:STRENGTH:2000:2200:2300:2500:2700:3500:3900]
[PHYS_ATT_RANGE:AGILITY:650:950:1150:1250:1350:1550:2250]            +
[PHYS_ATT_RANGE:TOUGHNESS:750:950:1150:1250:1350:1550:2250]           +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800:900:1000:1100:1500]    -
[MENT_ATT_RANGE:PATIENCE:650:950:1150:1250:1350:1550:2250]            +

[NATURAL_SKILL:BITE:0]
[NATURAL_SKILL:DODGING:16] --their specialty
[NATURAL_SKILL:WRESTLING:3]
[NATURAL_SKILL:STANCE_STRIKE:7] --equally good punch and kick.
[NATURAL_SKILL:GRASP_STRIKE:7]
[NATURAL_SKILL:MELEE_COMBAT:9]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:7]
[NATURAL_SKILL:SNEAK:6]
[NATURAL_SKILL:DISCIPLINE:2] to fix cowardice
[SOUND:ALERT:35:1500:VOCALIZATION:prance to show off:shows off its skills and smiles derangedly:quiet chanting]
[SOUND:PEACEFUL_INTERMITTENT:30:23000:VOCALIZATION:envision the coming battle:looks menacing:quiet foreign chanting]
[SOUND:PEACEFUL_INTERMITTENT:30:18000:VOCALIZATION:envision the coming battle:smiles eagerly:sounds of unarmed training]

[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph BIPED whatever
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph   [SWIMS_INNATE]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph   [STANCE_CLIMBER][NATURAL_SKILL:CLIMBING:15]

[CASTE:MALE]
[MALE]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE:MALEGEN]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE:FEMALEGEN:2BREASTS]

[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:THINSKIN_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:18:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:95:105:110:125:130:150:160]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:85:95:105:110:125:130:150]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:50:70:85:95:100:110]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:40:50:60:70:100:110]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:20:80:100:105:115:125:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[MAXAGE:80:100]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[BABY:1]
[CHILD:27]
[HOMEOTHERM:10067]
[SWIMS_INNATE]

[SELECT_CASTE:MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:FLAX:1:GOLD:1:RED:1:CHESTNUT:1:GOLDENROD:1:BRASS:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:70:0:90:0]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:PEACH:1:DARK_PEACH:1:BEIGE:1:PALE_PINK:1:TAN:1]
[TLCM_NOUN:skin:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:30:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_GREEN:1:IRIS_EYE_BLUE:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_BROWN:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MIDNIGHT_BLUE:1]
[TLCM_NOUN:eyes:PLURAL]
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 15, 2019, 08:54:31 am
In OldGenesis worlds I have three goblin subtypes, to get more goblins everywhere. Don't want just centaurs and beastmen all the time.

(https://challengingthebookworm.files.wordpress.com/2017/01/nobody-likes-a-goblin.jpg)
(http://tolkiengateway.net/w/images/thumb/b/b5/John_Howe_-_The_Great_Goblin.jpg/250px-John_Howe_-_The_Great_Goblin.jpg)

Groblins: extra crude rude goblins, less armor.
Spoiler (click to show/hide)


Goblins: regular awful menace.

Gobline civilization: less warlike, more bookworm-style goblins:
Spoiler (click to show/hide)
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 17, 2019, 06:40:08 pm
On adventure mode creature soundmessages...

Can make them rarer and rarer by increasing the timers. Shorter distance means less spam in towns.
One would like to hear bird and wolf soundmessages in the forest, right?
Can rig up an external script that plays WAV files upon detecting soundmessage_string in the gamelogtxt.

beastman:
   --sounds.. loudness/distance (squares), commonness (1000 for alarm, 10k peaceful).
   [SOUND:ALERT:40:1100:VOCALIZATION:roar:roars:a terrible roar]
   [SOUND:PEACEFUL_INTERMITTENT:45:70000:VOCALIZATION:bark:barks loudly:a beastly bark] --very rare but long-distance
   [SOUND:PEACEFUL_INTERMITTENT:20:37000:VOCALIZATION:sneeze:sneezes:a sneeze]
   [SOUND:PEACEFUL_INTERMITTENT:16:47000:VOCALIZATION:swear:swears:snarling swearing]
   [SOUND:PEACEFUL_INTERMITTENT:11:49000:VOCALIZATION:mutter:mutters:somebody muttering]
   [SOUND:PEACEFUL_INTERMITTENT:8:2000:VOCALIZATION:grunt:grunts:a grunt]
   [SOUND:PEACEFUL_INTERMITTENT:9:3500:VOCALIZATION:snarl:snarls:distant snarling]
   [SOUND:PEACEFUL_INTERMITTENT:25:35000:VOCALIZATION:step on a twig:steps on a twig:a rustling]

spaniel:
   [SOUND:ALERT:60:3000:VOCALIZATION:bark:barks:a cute bark]
   [SOUND:PEACEFUL_INTERMITTENT:38:15000:VOCALIZATION:bark:barks:an annoying bark]

eagle:
   [SOUND:ALERT:150:7000:VOCALIZATION:shriek:shrieks:the cry of an eagle]

--anyone want to craft parrot and monkey soundmessages for OldGenesis?
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: Korgoth on July 18, 2019, 03:11:00 pm
I've noticed some problems with the blood comming out of the Snakemen creatures, sometimes with a unknown creature substance and now with your recent patch their blood is appearing to be of a dark dwarf and not a snakeman, are you running with similar problems? is there any way to fix it?
here is the screenshot, one woth a salamander adventurer and the other with a white naga adventurer:
 (https://i.imgur.com/FIapwMu.png)
(https://i.imgur.com/Q1qM6DZ.png)
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 18, 2019, 04:53:24 pm
*Reads the Snakeman creatures...*
Hmm, female and male salamander, and naga, and stonegazer, has [SPECIALATTACK_SUCK_BLOOD:25:50]
and a blood temperature specialty
[SELECT_MATERIAL:BLOOD]
[PLUS_MATERIAL:PUS]
[MELTING_POINT:10000]

All of them use the pretty common PEOPLE_BLOOD_TEMPLATE, a duplicate of regular blood that causes worry in dwarves.
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: Korgoth on July 18, 2019, 05:03:54 pm
sorry, I dont know if I undertood your message :( my adventure didnt suck the blood of any dwarf, they where freshly made out of the character creation, and they are fighting against a  demon... do you know of any fix for this on the raws? I noticed that it seems that everything is okay in comperrison with the creatures_civilized raws in regards of the blood, but they always come out with the wrong kind of blood comming out of then. if you have the time and the paticnece could you run a new world and see if this happens to you also? thank you for the reply and the great mod! is the only one that a mainly play :)
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 18, 2019, 05:22:48 pm
*learns the adventure mode keys again*
*adventures as a salamander*
yup, I bleed dark dwarf named blood... replicable error.


I read the raws and everything looks sort-of all right. Mystery bug, not a big error.
Do other adventurer species bleed the wrong blood??

*plays as Keeper human outsider*
You have discovered a river.
Ambush!
The gray beastess wrestler grabs you by the right testicle with her left lower arm!
damn.
*dies*

*adventures as elephant-man, fails to bleed from wildlife*

I have no idea how to fix this wrong-blood-in-adventurer mode problem.
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 19, 2019, 12:49:57 pm
Coding a few new reactions today...
Code: [Select]
best wood into mechanisms, 2019-07
[REACTION:CRAFT_GOODWOOD_MECHANISM]
[NAME:mechanism from best wood]
[BUILDING:FURNITURE_WORKSHOP:NONE] this workshop has the steam-bending and wood carving tools.
[REAGENT:A:1:WOOD:NONE:NONE:NONE]  [REACTION_CLASS:GOODWOOD]
[PRODUCT:100:1:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MECHANICS]

best wood into bolts, 2019-07
[REACTION:CRAFT_GOODWOOD_BOLTS]
[NAME:bolts from best wood]
[BUILDING:FURNITURE_WORKSHOP:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]  [REACTION_CLASS:GOODWOOD]
[PRODUCT:100:15:AMMO:ITEM_AMMO_BOLTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT] tiny details, not carpentry

light wood into furniture: <20 kg haulful into: bucket, bin, cabinet, chest(not a strongbox). stepladder, bookcase, pedestal. 2019-07
[REACTION:FURNITURE_FROM_LIGHT_WOOD]
[NAME:furniture f light wood]
[BUILDING:FURNITURE_WORKSHOP:NONE]
[REAGENT:lig:1:WOOD:NONE:NONE:NONE]  [REACTION_CLASS:LIGHTWEIGHT_WOOD]
total want two items from the percentages.
[PRODUCT:29:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:lig:NONE]
[PRODUCT:33:1:BUCKET:NONE:GET_MATERIAL_FROM_REAGENT:lig:NONE]
[PRODUCT:27:1:CABINET:NONE:GET_MATERIAL_FROM_REAGENT:lig:NONE]
[PRODUCT:29:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:lig:NONE] [PRODUCT_TOKEN:chest]
[PRODUCT:21:1:TOOL:ITEM_TOOL_STEPLADDER:GET_MATERIAL_FROM_REAGENT:lig:NONE] [PRODUCT_TOKEN:stepladder]
[PRODUCT:21:1:TOOL:ITEM_TOOL_BOOKCASE:GET_MATERIAL_FROM_REAGENT:lig:NONE] [PRODUCT_TOKEN:bookcase]
[PRODUCT:21:1:TOOL:ITEM_TOOL_PEDESTAL:GET_MATERIAL_FROM_REAGENT:lig:NONE] [PRODUCT_TOKEN:pedestal]
[SKILL:CARPENTRY]

light wood into crafts: <20 kg haulful into: shoes, 2019-07
[REACTION:FURNITURE_FROM_LIGHT_WOOD]
[NAME:crafts f light wood]
[BUILDING:FURNITURE_WORKSHOP:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]  [REACTION_CLASS:LIGHTWEIGHT_WOOD]
total want three items from the percentages.
[PRODUCT:19:1:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:18:1:FIGURINE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:18:1:BRACELET:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:18:1:TOOL:ITEM_TOOL_SCROLL_ROLLERS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:19:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:17:1:SPLINT:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:17:1:TOY:ITEM_TOY_PUZZLEBOX:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:17:1:TOY:ITEM_TOY_BOAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:17:1:TOY:ITEM_TOY_CHESSBOARD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:17:1:TOY:ITEM_TOY_GO_BOARD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:17:1:TOY:ITEM_TOY_CUBESET:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:17:1:TOY:ITEM_TOY_SPINNING_TOP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:17:1:TOY:ITEM_TOY_ARCHITECTSET:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:17:1:TOY:ITEM_TOY_GOGGLES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:17:1:TOY:ITEM_TOY_RINGTOSS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]

[REACTION:BURN_SMASH_TOYS] 2019-07
[NAME:burn and smash toys]
[BUILDING:KILN:CUSTOM_SHIFT_T] xxx verify

[REAGENT:toy1:3:TOY:NONE:NONE:NONE:NONE] [REACTION_CLASS:WOOD]

[PRODUCT:35:1:BAR:NONE:ASH:NONE]
[PRODUCT_DIMENSION:150]
[SKILL:SMELT]
[DESCRIPTION:Three toys in, maybe ash out.]
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 23, 2019, 03:13:21 am
Pictures of OldGenesis.

Spoiler (click to show/hide)
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 24, 2019, 10:30:09 am
Latest beta OldGenesis Ironhand raws are on DFFD -- in the form of a fort save, 66 goblins siege just arrived.
http://dffd.bay12games.com/file.php?id=14475

--later--
- the settlement survived, losing maybe 9 dwarves.
- then another centaur siege.
- later, 6 demons come assaulting.

-------------
Spoiler (click to show/hide)
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 26, 2019, 04:16:50 am
- gameplay tip for dealing with heavy tantrums and murdering crap dwarves:
" (v)iew - (p)references - Expel "

- looks like caravan brought one BONFIRE boulder, 1800kg, and random forest fire ensued. Great to have such random. Make it lighter. Make a renamed duplicate of it so this happens more often, STEALTH HOSTILES SET FIRE TO CARAVAN ON OUR BORDER.
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 28, 2019, 04:13:28 am
Image: birch bark flour/milled/sand  bags/containers.
This is why OldGenesis has "bark strips" type leather.

(http://www.robin-wood.co.uk/wp-content/uploads/2011/07/may2011007.jpg)
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: Korgoth on July 29, 2019, 09:34:34 am
dont know if you noticed or you already fixed but there is a lot of creatures with this on their raws:

[BODY:QUADRUPED_NECK:QUADRUPED_JOINTS:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE:MALEGEN]

the part "GENERIC_TEETH_WITH_LARGE_EYE_TEETH" making then have a pair of eye tooth LOL
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 29, 2019, 09:54:43 am
Thanks for noticing!

searches  .*teeth.*with_large_eye_teeth.* and  .*with_large_eye_teeth.*teeth.*
hmm, don't see where command both
GENERIC_TEETH_WITH_LARGE_EYE_TEETH  and separate eye teeth.

the big canine fangs are called "eye teeth". 159 oldgenesis creatures have them. I guess could rename them to fangs or canines.
"The pointed long teeth — also called canines because they look a bit like those in dogs — are called eye teeth because the pair in the upper jaw lie directly below the eyes."

[BODY:GENERIC_TEETH_WITH_LARGE_EYE_TEETH]
   [BP:TOOTH:tooth:teeth][CONTYPE:HEAD][CATEGORY:TOOTH][NUMBER:28][SOCKET][SMALL]
      [DEFAULT_RELSIZE:1]
   [BP:R_EYE_TOOTH:right eye tooth:right eye teeth][CONTYPE:HEAD][CATEGORY:TOOTH][SOCKET][SMALL]
      [DEFAULT_RELSIZE:15]
   [BP:L_EYE_TOOTH:left eye tooth:left eye teeth][CONTYPE:HEAD][CATEGORY:TOOTH][SOCKET][SMALL]
      [DEFAULT_RELSIZE:15]
heck, 15-fold size is a bit large. a rib is 30 or 20 size.
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: Korgoth on July 29, 2019, 10:28:13 am
yeah! i was doing a litlle  search of my on about it since even the vanilla Df has it, so I was thinking that it couldn't be just a bug. Since my native language is not english i dindt know that eye tooth is another name for a canine tooth or fang. sorry for that  ::)
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on July 30, 2019, 02:45:28 pm
I'm splitting the furniture workshop into
Wood furniture workshop and Advanced furniture shop.
Too many reactions in one shop because of all the metal and glass beds, and brass and silver weapons.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Wood furni shop, looks better now:
(https://www.dropbox.com/s/7i8t0hot68lpln9/DF%20OG%20wood%20furni%20shop%20new%20%20Untitled.png?dl=1)
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on August 07, 2019, 04:53:10 am
Ironhand and ASCII tiles versions are almost ready for the next release.

Ironhand tiles version has been uploaded:

and upload has been removed, because I'm fixing the SKULLBONE tissue stuff that has been on to-do list for ages.
Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on August 09, 2019, 04:42:26 am
Hey, can anyone detect which tree leaf or fruit is blank-named? worth 5€ and weighs under one gamma, like hazel nuts.

Embark profile: ultimate 3800 points caveboys, with broken lay pewter TOY lamp line and two hand axes (needed for the two furniture workshops)

Code: [Select]
[PROFILE]
[TITLE:ULTIMATE 3800 CAVEBOYS]
[SKILL:1:MASONRY:1]
[SKILL:1:STONECRAFT:1]
[SKILL:1:BONECARVE:1]
[SKILL:1:AXE:1]
[SKILL:1:SHIELD:2]
[SKILL:1:MELEE_COMBAT:1]
[SKILL:1:DODGING:2]
[SKILL:2:WOODCUTTING:1]
[SKILL:2:WOODCRAFT:1]
[SKILL:2:STONECRAFT:1]
[SKILL:2:BONECARVE:1]
[SKILL:2:APPRAISAL:1]
[SKILL:2:ORGANIZATION:1]
[SKILL:2:RECORD_KEEPING:1]
[SKILL:2:MELEE_COMBAT:1]
[SKILL:2:DODGING:2]
[SKILL:3:MASONRY:1]
[SKILL:3:BREWING:1]
[SKILL:3:CLOTHESMAKING:1]
[SKILL:3:GLASSMAKER:1]
[SKILL:3:DIAGNOSE:1]
[SKILL:3:APPRAISAL:1]
[SKILL:3:ORGANIZATION:1]
[SKILL:3:RECORD_KEEPING:1]
[SKILL:3:DODGING:1]
[SKILL:3:MECHANICS:1]
[SKILL:4:CARPENTRY:1]
[SKILL:4:LEATHERWORK:3]
[SKILL:4:SPINNING:1]
[SKILL:4:MELEE_COMBAT:1]
[SKILL:4:DODGING:1]
[SKILL:5:FORGE_WEAPON:3]
[SKILL:5:FORGE_ARMOR:2]
[SKILL:5:SHIELD:1]
[SKILL:5:MELEE_COMBAT:1]
[SKILL:5:DODGING:2]
[SKILL:5:MECHANICS:1]
[SKILL:6:CLOTHESMAKING:2]
[SKILL:6:PROCESSPLANTS:1]
[SKILL:6:HERBALISM:1]
[SKILL:6:SHIELD:1]
[SKILL:6:CARPENTRY:1]
[SKILL:6:DESIGNBUILDING:1]
[SKILL:6:MELEE_COMBAT:1]
[SKILL:6:DODGING:2]
[SKILL:7:DIAGNOSE:2]
[SKILL:7:SURGERY:3]
[SKILL:7:SET_BONE:2]
[SKILL:7:SUTURE:1]
[SKILL:7:DODGING:2]
[ITEM:3:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
[ITEM:17:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
[ITEM:17:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
[ITEM:15:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]
[ITEM:1:CLOTH:NONE:CREATURE_MAT:SHEEP:HAIR]
[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[ITEM:3:POWDER_MISC:NONE:INORGANIC:PLASTER]
[ITEM:9:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
[ITEM:1:CHAIN:NONE:CREATURE_MAT:SHEEP:HAIR]
[ITEM:13:SEEDS:NONE:PLANT_MAT:gray lichen:SEED]
[ITEM:24:WOOD:NONE:PLANT_MAT:BIRCH_SILVER:WOOD]
[ITEM:17:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
[ITEM:1:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]
[ITEM:3:BOULDER:NONE:INORGANIC:GRANITE_RED]
[ITEM:10:BOULDER:NONE:INORGANIC:MARBLE]
[ITEM:12:BOULDER:NONE:INORGANIC:BRIMSTONE]
[ITEM:12:LIQUID_MISC:NONE:LYE:NONE]
[ITEM:9:POWDER_MISC:NONE:INORGANIC:SAND_WHITE]
[ITEM:13:BOULDER:NONE:INORGANIC:ORTHOCLASE]
[ITEM:13:BOULDER:NONE:INORGANIC:SELENITE]
[ITEM:1:POWDER_MISC:NONE:INORGANIC:QUICKLIME]
[ITEM:4:BOULDER:NONE:INORGANIC:MARBLE_FINE]
[ITEM:10:BOULDER:NONE:INORGANIC:FIRE_CLAY]
[ITEM:23:WOOD:NONE:PLANT_MAT:TOWER_CAP:WOOD]
[ITEM:2:WEAPON:ITEM_WEAPON_DAGGER:INORGANIC:COPPER]
[ITEM:1:ANVIL:NONE:INORGANIC:COPPER]
[ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
[ITEM:5:BOULDER:NONE:INORGANIC:BAUXITE]
[ITEM:1:CHAIN:NONE:CREATURE_MAT:ALPACA:HAIR]
[ITEM:10:BAR:NONE:INORGANIC:COPPER]
[ITEM:18:WOOD:NONE:PLANT_MAT:CONIFER_PINE_BLACK:WOOD]
[ITEM:8:THREAD:NONE:CREATURE_MAT:SHEEP:HAIR]
[ITEM:2:WEAPON:ITEM_WEAPON_SPEAR:INORGANIC:COPPER]
[ITEM:3:WEAPON:ITEM_WEAPON_DAGGER:INORGANIC:COBALT]
[ITEM:30:WOOD:NONE:PLANT_MAT:PINE:WOOD]
[ITEM:1:TOY:NONE:INORGANIC:PEWTER_LAY]
[ITEM:2:WEAPON:ITEM_WEAPON_AXE_HAND:INORGANIC:COPPER]
[PET:1:SHEEP:MALE:STANDARD]
[PET:2:SHEEP:FEMALE:STANDARD]
[PET:2:RABBIT:FEMALE:STANDARD]
[PET:2:RABBIT:MALE:STANDARD]

Title: Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
Post by: TomiTapio on August 10, 2019, 11:40:05 am
=== Complete your bone chair* and golem mask collection today! OldGenesis 44.12f is here! ===

all my uploads: http://dffd.bay12games.com/who.php?id=1538

* advanced furniture workshop: glass, metal, bone, leather crafts. I split the furniture workshop into wood stuff shop and advanced furniture shop.

44.12f changelog:

Spoiler (click to show/hide)
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: Korgoth on August 11, 2019, 02:54:27 pm
Hello! first of all thank your for all your effort on the Old Genesis mod! I love it! I've bein triyng to put some magic in the game by messing with the interaction raws but i can't see to make them work properly.
 I've created two separeted interation files for this, one being "interaction_new_secret" for the secrets and how to get them like major curses and the other one "interaction_new_spell" for the spells. For what I can see on the legends mod people are being tranformeted in plague mages like the one I design on the interaction_new_secret text raw, but what I'm failling to make it work is the spells, like the effects of the speel is not working.
For example the charm spell
first how the speel is on the interaction_new_secret:
Code: [Select]
                        [CE_CAN_DO_INTERACTION:START:0]
                [CDI:ADV_NAME:Charm]
                [CDI:USAGE_HINT:ATTACK]
                [CDI:INTERACTION:CHARM]
                [CDI:TARGET:A:LINE_OF_SIGHT]
                [CDI:TARGET_RANGE:A:7]
                [CDI:VERB:charm beings around you:charms beings:NA]
                [CDI:TARGET_VERB:feel sluggish:looks sluggish]
                [CDI:MAX_TARGET_NUMBER:A:5]
                [CDI:WAIT_PERIOD:100]

and how the spell is on "interaction_new_spell"
Code: [Select]
[INTERACTION:CHARM]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:charming]
[CE_NUMBNESS:SEV:20:PROB:100:START:0:END:150:BP:BY_CATEGORY:ALL:MUSCULAR_ONLY]
[CE_DIZZINESS:SEV:1000:PROB:100:START:0:PEAK:30:END:480]
[CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:START:0:PEAK:30:END:480]
                        [CE_PARALYSIS:SEV:10000:PROB:100:RESISTABLE:MUSCULAR_ONLY:START:0:END:60]
but the spell is not making any effect on any creature. can you help? do you know what i'm doing wrong?
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on August 11, 2019, 04:33:08 pm
Hmm.. perhaps this:
remove RESISTABLE:MUSCULAR_ONLY from paralysis. (lung paralysis for X ticks is death; is lungs a muscle?)
best to ask in the main creature modding thread, where the eight Master Modders are.

Interaction syndromes and "Venom" syndromes are different. Venom syndromes are given in doses. Interactions act like they are being given by the smallest creature
Someone did testing on the paralysis syndrome with interactions, 8999 and lower just makes avg size creatures "numb" where as 9000 + is full body paralysis. I would also throw in a CE_ADD_TAG:NOBREATHE in too so target doesn't soffocate, unless that is your plan
Ah, thanks for that.  I just tried [CE_PARALYSIS:SEV:10000:PROB:100:START:0] in the arena and it worked.

ps. Fantasy music for one's fortressing:
https://www.youtube.com/watch?v=9XTL-9ss31M
https://www.youtube.com/watch?v=vSKGsmjbq2w
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on August 15, 2019, 05:47:25 am
An odd invader squad, demon demon demon orc gobline. Huh.
Nearly unkillable 350kg demon in iron armor and with shield skill and morningstar. We lost 20+ citizens. We didn't have proper trap corridor or bronze armor team.
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on August 17, 2019, 07:17:39 pm

Thanks, loyal OldGenesis'ers! 40 to 46 users have downloaded the latest version.
http://dffd.bay12games.com/who.php?id=1538
Anyone playing the adventurer mode?

Bit too much dwarf-stress in my current crap settlement, I mean FILTH_B settlement, from corpses, miasma, blood spatter. That means my tunings are working, gotta give them the good vodka and rooms and silk bloomers and separate them from the fisticuffs.

Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on August 21, 2019, 03:14:04 am
WHAT ARE THE RACCOONS UP TO?

Code: [Select]
`Udi crimi', Fishery Worker is aware of his surroundings again.
Tulon Adiluzar, Metalsmith cancels Pen/Pasture Stray Rabbit Pup (Tame): Dangerous terrain.
The metalsmith flounders in the water!
The weather has cleared.

`Etu hurt', Mason cancels Charcoal from cheap wood: Handling dangerous creature.
Degel Kosothuker, Miner cancels Give Food: No food available.
Ber Zulbanturel, Miner cancels Give Food: No food available.
Ast Zonsazir, bookkeeper cancels Give Food: No food available.

`Sta crip', Butcher is stricken by melancholy!
The Stray Rabbit (Tame) has been slaughtered.
`Udi crimi', Fishery Worker has slipped into depression...

`Udi crimi', Fishery Worker cancels Fish: Too depressed.

Farmer's Workshop toppled by Bull.

A raccoon has stolen a *elm crude spear*!
A raccoon has stolen a *walnut crude spear*!
A raccoon has stolen a +elm crude spear+!
A raccoon has stolen a +walnut crude spear+!
The Stray Rabbit (Tame) has been slaughtered.

Trade Depot destroyed by Bull.
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on August 29, 2019, 05:52:57 am
*shakes fist at all Yetis*

Trade Depot destroyed by Nique Sladaashi, Yeti Scholar.
Stonecutter's Workshop toppled by Nique Sladaashi, Yeti Scholar.
Craftsdwarf's Workshop toppled by Nique Sladaashi, Yeti Scholar.
Craftsdwarf's Workshop toppled by Nique Sladaashi, Yeti Scholar.
Butcher's Shop toppled by Nique Sladaashi, Yeti Scholar.
Tanner's Shop toppled by Nique Sladaashi, Yeti Scholar.
 Carpenter's Workshop toppled by Nique Sladaashi, Yeti Scholar.
Carpenter's Workshop toppled by Nique Sladaashi, Yeti Scholar.
Wood furniture shop toppled by Nique Sladaashi, Yeti Scholar.
Charcoal Furnace destroyed by Nique Sladaashi, Yeti Scholar.
 Smelter destroyed by Nique Sladaashi, Yeti Scholar.
 Smelter destroyed by Nique Sladaashi, Yeti Scholar.
 Charcoal Furnace destroyed by Nique Sladaashi, Yeti Scholar.
 Metalsmith's Forge toppled by Nique Sladaashi, Yeti Scholar.
 Metalsmith's Forge toppled by Nique Sladaashi, Yeti Scholar.
 Leather Works toppled by Nique Sladaashi, Yeti Scholar.
 silver birch Chest destroyed by Nique Sladaashi, Yeti Scholar.
 Bed destroyed by Nique Sladaashi, Yeti Scholar.
 Bed destroyed by Nique Sladaashi, Yeti Scholar.
 Bed destroyed by Nique Sladaashi, Yeti Scholar.
 Bed destroyed by Nique Sladaashi, Yeti Scholar.
 Loom toppled by Nique Sladaashi, Yeti Scholar.
 gray granite Coffer destroyed by Nique Sladaashi, Yeti Scholar.
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on September 01, 2019, 06:21:13 am
ehh really, sandstorm killing half of the people who were in the trade depot??

Spoiler (click to show/hide)
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on September 02, 2019, 10:01:59 am
in this town we export tar and turpentine!

(https://www.dropbox.com/s/d1bbej91p0xt75h/DF%20OG%20export%20tar%201500e%20%20Untitled.png?dl=1)

Spoiler (click to show/hide)

ps. about 101 users have downloaded the August release of OldGenesis. Thanks for enjoying our mod!

pps.
Spoiler (click to show/hide)

ppps.
This is a spruce barrel. It is full of Goblin Adventurer tears.
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on September 19, 2019, 03:06:54 am
Okay now the skill training reactions(and charcoaling, and barkstrips stuff) will use prepared meals. Here's updated reaction_training.txt:
you can edit your current world's raws and replace reaction_training.txt file's content with this:

Anyone got suggestions which of mod's reactions are too powerful, too useful? Alcohols still too cheap at 130€ per caravan's barrel.

Code: [Select]
reaction_training

[OBJECT:REACTION]

[REACTION:TRAIN_SHIELD]
[NAME:train weights (shield)]
[BUILDING:WEIGHT_SET:CUSTOM_S]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SHIELD]

[REACTION:TRAIN_ARMOR]
[NAME:train weights (armor)]
[BUILDING:WEIGHT_SET:CUSTOM_A]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:ARMOR]

[REACTION:TRAIN_SWORD]
[NAME:train with sword]
[BUILDING:TRAINING_DUMMY:CUSTOM_W]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING:NONE:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SWORD]

[REACTION:TRAIN_SPEAR]
[NAME:train with spear]
[BUILDING:TRAINING_DUMMY:CUSTOM_S]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_SPEAR_TRAINING:NONE:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR_TRAINING:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SPEAR]

[REACTION:TRAIN_AXE]
[NAME:train with axe]
[BUILDING:TRAINING_DUMMY:CUSTOM_A]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:NONE:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:AXE]

[REACTION:TRAIN_HAMMER]
[NAME:train with hammer]
[BUILDING:TRAINING_DUMMY:CUSTOM_H]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_HAMMER_TRAINING:NONE:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_TRAINING:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:HAMMER]

[REACTION:TRAIN_MACE]
[NAME:train with mace]
[BUILDING:TRAINING_DUMMY:CUSTOM_M]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_MACE_TRAINING:NONE:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MACE_TRAINING:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MACE]

[REACTION:PLAY_ROCKBALL]
[NAME:play rockball]
[BUILDING:ROCKBALL:CUSTOM_R]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE]
[REAGENT:CONSUMEMEALS:3:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:92:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:THROW]
[DESCRIPTION:Get sweaty by tossing rocks. Trains throwing.]

[REACTION:TRAIN_DODGE]
[NAME:train dodging]
[BUILDING:TRAINING_OBSTACLE:CUSTOM_D]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:95:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:DODGING]

[REACTION:MEDITATE]
[NAME:meditate]
[BUILDING:PHILOSOPHER_GARDEN:CUSTOM_M]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:90:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CONCENTRATION]
[DESCRIPTION:Clean the depths of your filthy mind. Trains concentration.]

[REACTION:DEBATE]
[NAME:debate with yourself]
[BUILDING:PHILOSOPHER_GARDEN:CUSTOM_D]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:JUDGING_INTENT]

[REACTION:PERFORM_COMEDY]
[NAME:perform a comedy]
[BUILDING:THEATRE:CUSTOM_C]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:COMEDY]
[DESCRIPTION:Write punny jokes, paint stripes in your beard.]

[REACTION:PERFORM_DRAMA]
[NAME:perform a drama]
[BUILDING:THEATRE:CUSTOM_D]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CONSOLE]
[DESCRIPTION:Drama trains consoling skill. Armok doesn't need your words.]

[REACTION:TRAIN_SWIMMING]
[NAME:train swimming]
[BUILDING:POOL:CUSTOM_S]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE]
-no food use.
[PRODUCT:95:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SWIMMING]

[REACTION:CLEAN_POOL]
[NAME:clean swimming pool]
[BUILDING:POOL:CUSTOM_C]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:90:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CONCENTRATION]
[DESCRIPTION:Clean the swimming pool for our visitors to enjoy. Trains concentration.]

[REACTION:ICE_TO_POOL]
[NAME:add ice to swimming pool]
[BUILDING:POOL:CUSTOM_I]
[REAGENT:A:1:BOULDER:NONE:WATER:NONE]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
--no skill, hauling.


stuff in 44.12g so far:
Spoiler (click to show/hide)
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on September 20, 2019, 05:27:38 am
OldGenesis little nuances that I'm proud of.

[INORGANIC:SILTSTONE_WITH_FOSSILS]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:fossil siltstone]
[DISPLAY_COLOR:6:15:0]
[TILE:253] special! 253remains
[ITEM_SYMBOL:254] ironhand 254block, coz rare
[ENVIRONMENT_SPEC:MUDSTONE:CLUSTER:49]
[ENVIRONMENT_SPEC:SANDSTONE:CLUSTER:29]
[ENVIRONMENT_SPEC:SILTSTONE:CLUSTER:35]
[IS_STONE]
[MATERIAL_VALUE:4]
[MELTING_POINT:12070]
[MAX_EDGE:3000] for rock weapons
[REACTION_CLASS:EDGEDWEAPONROCK] -f.siltstone
[REACTION_CLASS:CARVE_SMOOTH]

Spoiler (click to show/hide)
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: brolol.404 on September 20, 2019, 06:09:25 am
What are you going to do with the Fossil stone?
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on September 20, 2019, 03:55:52 pm
It has been in the game for ages. Today I encountered a large cluster of it, and decided that its boulders need to look special (block tile).
It makes valuable furniture, and edged-rock-weapons (stone age spear and axe).
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: brolol.404 on September 20, 2019, 04:24:22 pm
Oh cool. This gives me an idea for a mod :)
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: Meph on September 20, 2019, 05:33:11 pm
Oh cool. This gives me an idea for a mod :)
If it's about archeology with fossils hidden all around that your dwarves can restore, that might already exist... ;)
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: brolol.404 on September 20, 2019, 06:06:17 pm
Oh cool. This gives me an idea for a mod :)
If it's about archeology with fossils hidden all around that your dwarves can restore, that might already exist... ;)
awesome. link?
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on September 24, 2019, 03:56:38 am
*makes fort entrance so that first is stairs, then 6-long trap corridor,
then cave grass pasture walled off from cave ramps, then 9-long trap corridor, then Bard Defense Zone Inn*
*puts animals in pasture, with shearing workshop and smelter and charcoal workshop*
*charcoaling makes sparks (FIREWOOD log)*
*all our sheep and oxen burn to death*

(https://www.dropbox.com/s/tj2ugwjclfg5r9x/DF%20OG%20charcoalshop%20fire%20in%20pasture%20kild%20sheep%20and%20oxen%20%20Untitled.png?dl=1)

Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on September 29, 2019, 05:50:56 am
hm, why is the sheriff doing the punishing instead of the domple hammerer... ohwell.

Spoiler (click to show/hide)
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on October 02, 2019, 03:10:36 am
An elephant incident.

Jouen Shiantobu, Orc Crossbowman: I have improved my crossbow.  That was satisfying.
The flying ({black steel bolt}) strikes the forest elephant in the left rear leg, chipping the bone!A tendon has been torn!The force twists the left rear knee!
The flying {rocktip bolt} strikes the forest elephant in the lower body, tearing the fat and bruising the muscle and fracturing the lower spine's bone!
The flying {rocktip bolt} strikes the forest elephant in the trunk, tearing the skin!The force pulls the head!

The forest elephant gores the miner in the left foot with his left tusk and the severed part sails off in an arc!
The miner falls over.
The miner strikes the forest elephant in the upper body with his (copper pick), tearing the muscle and tearing the right lung!
The forest elephant is having trouble breathing!

Aban Dishmabtorish, Carpenter cancels Make wooden shield: Horrified.
Nomal Shaligkubuk, expedition leader: Death...  Thisss iss truly horrifying.
Jouen Shiantobu, Orc Crossbowman: Death...  This is truly horrifying.

Nomal Shaligkubuk, expedition leader: Thossse injuriessss...  Begone fear!
Jouen Shiantobu, Orc Crossbowman: Gruesome wounds!  Begone fear!
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on October 05, 2019, 04:16:04 am
Generated a 250 years default-settings world for a change and yep, popylations are larger than in my 90 years generateds.
   2782 Orcs
   17919 Nords
   23027 Keepers
   21150 Sylvan elves
   15372 Dusk elves
   4432 Dunedwellers
   20 Scavengers
   2120 Beastmen
   38661 Centaurs
   6239 Demons
   10318 Kobolds
   13446 Dwarves
   858 Goblins
   25471 Goblines
   9738 Groblins
   7060 Illithids
   9512 Snakemen
   Total: 208125

region6 lotta goblines, the bookworm goblin subspecies.
Surprisingly many demons and illithids. I don't like were-infestations in my worlds.
I haven't seen an Illithid or snakeman invasion in ages.


ps. yess, I got a "GOBLINES(bookworm goblins): war" in my current world region4, without provoking them! Tuning, a success!
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on October 07, 2019, 04:37:52 am
Next version tunings that have accumulated so far:

Spoiler (click to show/hide)
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on October 12, 2019, 06:37:23 am
advanced bone crafts custom reactions that I have:

Code: [Select]
[REACTION:temp_a] maybe have caused a crash?
[NAME:carve bone toys jewelry]
[BUILDING:FURNITURE_WORKSHOP_OTHER:CUSTOM_C]

[REAGENT:bone_A:3:NONE:NONE:NONE:NONE] [ANY_BONE_MATERIAL][UNROTTEN][USE_BODY_COMPONENT] --must command bodycomp otherwise uses bone crafts.
[REAGENT:crematable_junk_B:1:NONE:NONE:NONE:NONE] [USE_BODY_COMPONENT] [REACTION_CLASS:CREMATION]
[REAGENT:bodypart_junk_C:1:NONE:NONE:NONE:NONE] [USE_BODY_COMPONENT]
[REAGENT:CONSUMEMEALS:3:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.

[PRODUCT:15:1:SCEPTER:NONE:GET_MATERIAL_FROM_REAGENT:bone_A:NONE] [PRODUCT_TOKEN:scepter]
[PRODUCT:10:1:TOY:ITEM_TOY_GOGGLES:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[PRODUCT:16:1:TOY:ITEM_TOY_WAGON:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[PRODUCT:5:1:TOY:ITEM_TOY_RINGTOSS:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[PRODUCT:10:1:TOY:ITEM_TOY_HAMMER:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[PRODUCT:5:1:TOY:ITEM_TOY_MEDALLION:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[PRODUCT:2:1:TOY:ITEM_TOY_BALLSET:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[PRODUCT:6:1:TOY:ITEM_TOY_SPINNING_TOP:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[PRODUCT:2:1:TOY:ITEM_TOY_SHAMANRING:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[PRODUCT:5:1:TOY:ITEM_TOY_CATAPULT:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[PRODUCT:6:1:TOY:ITEM_TOY_SMOKINGPIPE:GET_MATERIAL_FROM_REAGENT:bone_A:NONE] pipe from bone

[PRODUCT:17:1:RING:NONE:GET_MATERIAL_FROM_REAGENT:bone_A:NONE] [PRODUCT_TOKEN:ring]
[PRODUCT:17:1:EARRING:NONE:GET_MATERIAL_FROM_REAGENT:bone_A:NONE] [PRODUCT_TOKEN:earring]
[PRODUCT:11:1:AMULET:NONE:GET_MATERIAL_FROM_REAGENT:bone_A:NONE] [PRODUCT_TOKEN:amulet]
[PRODUCT:17:1:BRACELET:NONE:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[SKILL:BONECARVE]
[DESCRIPTION:Toys and jewelry from three bones, crematable bodypart, other bodypart.]

[REACTION:temp_b]
[NAME:build large bone things]
[BUILDING:FURNITURE_WORKSHOP_OTHER:CUSTOM_SHIFT_C]
[REAGENT:bone_A:4:NONE:NONE:NONE:NONE] [ANY_BONE_MATERIAL][UNROTTEN][USE_BODY_COMPONENT] --must command bodycomp otherwise uses bone crafts.
[REAGENT:crematable_junk_B:1:NONE:NONE:NONE:NONE] [USE_BODY_COMPONENT] [REACTION_CLASS:CREMATION]
[REAGENT:bodypart_junk_C:1:NONE:NONE:NONE:NONE] [USE_BODY_COMPONENT]
[REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.

[PRODUCT:13:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:bone_A:NONE] [PRODUCT_TOKEN:chair]
[PRODUCT:19:1:ARMORSTAND:NONE:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
  [PRODUCT:13:1:TOOL:ITEM_TOOL_PEDESTAL:GET_MATERIAL_FROM_REAGENT:bone_A:NONE] [PRODUCT_TOKEN:pedestal]
  [PRODUCT:15:1:TOOL:ITEM_TOOL_SCROLL_ROLLERS:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
  [PRODUCT:15:1:TOOL:ITEM_TOOL_BOOK_BINDING:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[PRODUCT:17:1:SPLINT:NONE:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[PRODUCT:22:1:FIGURINE:NONE:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[PRODUCT:2:1:TOY:ITEM_TOY_SMOKINGPIPE:GET_MATERIAL_FROM_REAGENT:bone_A:NONE] pipe from bone
[PRODUCT:2:1:TOY:ITEM_TOY_CATAPULT:GET_MATERIAL_FROM_REAGENT:bone_A:NONE]
[SKILL:BONECARVE]
[DESCRIPTION:From four bones, crematable bodypart, other bodypart -- Chair, pedestal, armor stand, splint, figurine, scroll rollers, smoking pipe.]

wait, "ball set" toy from bones? Illogical. Removed.
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on October 19, 2019, 04:47:27 am

Premade 105-year world uploaded:  An OldGenesis mod world (44.12f+, Ironhand tiles)

http://dffd.bay12games.com/file.php?id=14567
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on October 23, 2019, 05:30:08 am
why is this fort's gamelog 3700 kB...
Problem: echidna too powerful.

Spoiler (click to show/hide)
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on November 07, 2019, 06:04:44 pm
A bushfire... one sleeping dwarf does not wake up when the fire front reaches her.
Caravan arrives while fire is blazing, they sit at the depot while the bushfire comes.
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on November 10, 2019, 07:42:14 am
There have been about 290 downloads of the latest version, thanks everyone!

---

The flying {*rowan bolt*} strikes the giant magpie in the left upper leg, tearing the fat and bruising the muscle!
Iteb Cilobengig has created a masterpiece large fire opal!

Squatina Yemivapulo, Keeper Poet has slipped into depression...

Kadol Dedukemen has created a masterpiece chestnut little cup!
Kadol Dedukemen has created a masterpiece elm mini forge!


Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on November 25, 2019, 07:29:47 am
Damn, death by slow Cave Tortoise:
The cave tortoise bites the animal caretaker in the head, bruising the muscle and bruising the cerebellum through the x(vulture suede cap)x!


Oh heck a major Demon Civ invasion.

(https://www.dropbox.com/s/j825met00krruvd/DF%20OG%20demon%20large%20invasion%20Untitled.png?dl=1)
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on December 11, 2019, 07:25:13 am

Ehh, a squad of five cows came into my 8-dwarf settlement, and destroyed ten workshops.
Good job adding buildingdestroyer to some large mammals, me!
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on December 15, 2019, 07:05:13 am

Screenshots of OldGenesis Ironhand, on my twitter, marked with #OldGenesis .
https://twitter.com/hashtag/OldGenesis?src=hash
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on December 16, 2019, 06:32:48 am
Heck yeah, a dwarf made a ledgendary cursed item! It's made from always-burning accident-causing BONFIRE material. (if a caravan arrives with bonfire mat, get bushfire)

" Zuglar Vamoketur, manager has created Nunurathel Ral Olum,
a bonfire figurine of Akendo Buddedbasin the Dune of Flight!  She claims it as a family heirloom.
Zuglar Vamoketur has become a manager.
Zuglar Vamoketur, Engraver has been found dead. "


One season later, after we are done admiring the caged wolves, 20 armored demons invade with their beak dogs and horses. They slaughtered everyone, all 40.
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on December 18, 2019, 06:44:54 am
When wild cows invade!

Spoiler (click to show/hide)
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on December 25, 2019, 06:51:11 am
Merry Christmas!

"j-m-q spike " to easily find the wooden and rock spikes and spiked balls.
"j-m-q fine " for finest wood and rock craft reactions.
b-w-F and b-w-B for the advanced furniture workshops. 

Horse in snow, in my photo gallery https://www.deviantart.com/tomitapio/art/Gnawables-and-Ungnawables-291207970
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on December 27, 2019, 07:33:46 am
.
Rattlesnake (shakesnake the alternate version) bite tears dwarf leg muscles apart?!? Damn. It should not.


Download stats today:
Phoebus tiles version, 227 downloads
Ironhand tiles version, 75 downloads
ASCII tiles version, 84 downloads
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on January 13, 2020, 08:11:50 am
A "goblin adventurer wrestler" came to monsterhunt at our new reclaim fort,
fought some Pekyts (tough hide hairless cave sheep), and is now resting in our hospital and we bring him/her some wine.

Two wild yak bulls have wandered into our office area, and are toppling installed things.

A large group of giant moles in the main stairwell! Try to slice them; 6 of 7 settlers die to them...
Rovod (injured doctor) in the hospital is alive, and the goblin adventurer is trying to read books, which we don't have.
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on January 25, 2020, 06:52:15 am
Whaaat, an "army" of five Scavengers (kobold-like) are invading! This is extremely rare.

A forgotten beast of deadly dust comes. It is puny.
An earth elemental. One morningstar-user deals with it.  I better boost EE's combat skills and size, it should be tougher than a Minotaur.

A forgotten beast of fireball-throwing, giant eyeless alligator, comes. 40 of 66 citizens die.

-------
later 2x2 fort: 30 scavengers come. They slay 24 of our 56 citizens, after taking minor damage from our 4 weapon traps. (on purpose, a too weak Trap Corridor.)
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on January 29, 2020, 10:03:53 am
A 2x2 savage tundra fort with iron ore begins. As usual, we have one doctor, one mason, one leatherworker-carpenter,
one weapon/armor smith. Begin with barkstrips armor crafting.
Spoiler (click to show/hide)
(ten pages of the dwarves punching a nongiant cave crocodile...) 4 of 7 in hospital. No water on the surface, everything's frozen. Press water from plants or mine ice chunks for melting? Croc guarded water in caves.. let's go fetch from there. Lokum the bookkeeper needs a crutch, the other 3 wounded have been patched up.

Fight five giant ants at level 22 entrance. Shom the trader died. 5 of 6 in hospital.
"I don't care if you're wounded! Up from bed and make some coffins!"
Many weeks and ants later, we build first charcoal-furnace. Soon we'll start hammering coarse-iron into weapon-iron.
Four spearnosedbats come bother us. A super muscular dunedweller-elf bow lass visits us.
Shom's ghost is floating around.
Migrants arrive! Near the giant capybaras. We are 12 strong and have 23 000 wealth.
Make giant ant hamburgers. Brew some plump helmets. Three in hospital, giant ant scratches again.
Dig Doc ain't mining. Home caravan comes! Export spiked wooden balls and 30-stacks of giant ant meat(30e). Import lion fur, croc hide, buffalo leather.
Kubu the soldier becomes our leader and trader and worrylistener.
Put our animals in a grassy dug cave.
More migrants, we are 20.
Hammer iron. SOmeone's throwing leeks around. COllect bog frogs.
Animals are secured and sheared. Kubu the leader is raging. Ral the bowyer died of thirst. Five in hospital.
Ran out of logs for tar-making. Nord human caravan.
Olon the bowyer died to ants. Rotten smells everywhere. No brewing plants or pots... oops.

Kubu the depressed, died of not eating.
Orc Caravan(fights giant capybaras) and migrants, we are xx.
--- A minotaur attacks! Moss MilCarpenter defeats it after we lose many dwarves. We are 30.
First artifact mood. no result... build a jewelers, get perfect white chalcedony.
Fight: Cave croc vs peasant. we crush some Mud Snakes(boa). Dobar the architect died. Set a training barracks in the caves.
Kadol had a baby girl.
Bonecar Dep is dead after a fistfight. 175k wealth, 28 citizens. Dune elf caravan. Keeper humie caravan.
...
Mafol got a fell mood, killed someone, made a dwarf bone Kids Badge Of Office...
The spices of wheat, performance troupe, is visiting.
A keeper poet went berserk! Splat.
Atis the butcher died of a moose attack.
we are 39 and a FB of FIRE comes. It hits people with a croc hide shoe.
16 citizens left. One-eyes theropod with a trunk. We are four and two kids. Everyone dies.
Title: Re: [44.12f] OldGenesis mod August release - more and more tuning!
Post by: TomiTapio on January 29, 2020, 05:53:17 pm
.
=== The path of fine-tuning is a móst long one! OldGenesis 44.12g I & P is hëre! ===

Takes time to WinMerge changes to Phoebus and ASCII versions.
Ironhand: http://dffd.bay12games.com/file.php?id=14678
Phoebus: http://dffd.bay12games.com/file.php?id=14684

44.12g changelog:

Spoiler (click to show/hide)

----
*doesn't touch raws, rolls 47.01 OldGenesis world, success.*
*tries to embark, instant crash. Raws need patching.*
Title: Re: [44.12g Iron] OldGenesis mod January release, Ironhand
Post by: TomiTapio on January 29, 2020, 07:42:17 pm
.
"crashes on embark" Ironhand OldGenesis 47.01 is released:
you might adventure okay.
http://dffd.bay12games.com/file.php?id=14679

*test adventures as beastman* *you miss the chubby red fox.*
*bites a turkey* *dies to an IRON STATUE at night*

Spoiler (click to show/hide)
Title: Re: [47.01 embark crash version] OldGenesis mod, 44.12g Iron & Phoe
Post by: TomiTapio on January 30, 2020, 01:25:30 pm
...
Title: Re: [47.01 embark crash version] OldGenesis mod, 44.12g Iron & Phoe
Post by: TomiTapio on January 30, 2020, 06:14:11 pm
Crash hunting breakthrough! Fort mode embark works!
 ... if you delete every entity except those in entity_default.txt...
heck, I tested on 44.12g and not 47.01... too many folders.
Title: Re: [47.01 embark crash] OldGenesis mod in progress
Post by: TomiTapio on January 31, 2020, 07:54:04 am
- try: all entity away but default dwarf. Still crash on embark.
only sylvans: embark crash. Might be materials.
Spoiler (click to show/hide)
Title: Re: [47.01 emba crash, remove dwarfcastes] OldGenesis mod in progress
Post by: TomiTapio on January 31, 2020, 09:05:13 am
.
New published OldGenesis Ironhand 47.01b version, with a working zero-tools embark save. Dwarf castes are deleted and dwarf creature is mostly vanilla.
http://dffd.bay12games.com/file.php?id=14692


Playing a fort now in 47.01b. Seems to work fine. Dorf castes are missing, of course. Maybe an ASCII tiles release in a few days.
16 people have downloaded 47.01b, thanks everyone. Spent about 4 hours of updating to 47.01 so far.
Title: Re: [47.01b mostly working] OldGenesis mod, you know it
Post by: TomiTapio on January 31, 2020, 07:08:04 pm
47.01b Phoebus tiles version, includes a working embark save.
http://dffd.bay12games.com/file.php?id=14685
Title: Re: [47.01b mostly working] OldGenesis mod, you know it
Post by: Deon on February 01, 2020, 02:58:39 pm
TomiTapio. are you a human? :D I keep coming back and you always update it.
Title: Re: [47.01b mostly working] OldGenesis mod, you know it
Post by: TomiTapio on February 01, 2020, 05:07:25 pm
Heh, half an hour of fort mode is part of my morning routine :-oo
And it was nice to be the first modder to release a major mod after the Big Update.

*looks at Gaming Spreadsheet*
about 700-800 hours played of Dwarf Fortress, including modding time.
Title: Re: [47.01b mostly working] OldGenesis mod, you know it
Post by: TomiTapio on February 02, 2020, 09:13:13 pm
Okay, other modders have been testing as well, and

EDIT: Switched back to my original two-caste testing creature.  I gave them NATURAL_SKILL:FORGE_WEAPON:2 and FORGE_ARMOR - got a crash upon hitting embark.  Took it back out and was able to embark without problems.  As best I can tell, this is what's triggering the crash.

EDIT 2: Added natural smithing skill to vanilla dwarves, with no other changes to creature or entity.  Crash on embark.

we may have found the embark-crash bug.

Spoiler (click to show/hide)
Title: Re: [47.01 embarkcrash is naturalskill tag] OldGenesis mod, you know it
Post by: TomiTapio on February 03, 2020, 10:35:29 am
.
OldGenesis 44.12g ASCII is released, the January 2020 version.

http://dffd.bay12games.com/file.php?id=14720
Title: Re: [47.01 embarkcrash is naturalskill tag] OldGenesis mod, you know it
Post by: TomiTapio on February 03, 2020, 04:30:40 pm
.
---- OldGenesis mod ASCII version 47.01b is here ----

and it includes a 120 years old "CUSTOM MEDIUM REGION, DRY" world save.

http://dffd.bay12games.com/file.php?id=14722

If your CPU is slower than average, try generating a world that has no cavern layer 1 2 or 3 and using a 2x2 size fort embark size.
A "nocaves" worldgen preset like my "SMALLREG NOCAVES".


ps. suggestions are welcome, especially "use tile XXX instead of tile YYY", in all three versions.
pps. we can add more adventurer-soundmessages. Don't know to which creatures, there are too many.
Spoiler (click to show/hide)

ppps. Dwarf Therapist memory layout 47.01 experimental at http://www.bay12forums.com/smf/index.php?topic=168411.720
Yet another "death by red frog". It's like a 12kg toothless piglet shaking you twenty times until you die.

gamelog snippets: umber hulk plus "tearing".
Spoiler (click to show/hide)
Title: Re: [47.01 embarkcrash is naturalskill tag] OldGenesis mod, you know it
Post by: TomiTapio on February 05, 2020, 01:18:54 pm
Agh, new embark crash discovered. Retire a fort, then try to embark elsewhere: crash on pressing embark... (at least in my Phoebus 47.01 installation)
Can anyone duplicate crash?

edit: hmm, my phoebus is a little behind my ironhand. Should copy changes over.
edit2: finally a worldgen gave me some reclaimable mountain halls.
Title: Re: [47.01 embarkcrash is naturalskill tag] OldGenesis mod, you know it
Post by: TomiTapio on February 07, 2020, 07:46:52 am
´
47.02a Phoebus tiles, fresh from the oven!
http://dffd.bay12games.com/file.php?id=14746
.
Code: [Select]
2020-02-07: OldGenesis version 47.02a.
- 47.02 vanilla: dwarves now have tag [MINING_UNDERWORLD_DISASTERS]. animal person legless got petting interaction.
- latest executable has not fixed the "embark crash if certain NATURAL_SKILL".

- allowed demon civ to dig too deep.
  (lazy goblins and scavengers will not dig too deep. Centaurs and beastmen never dig. Keeper humans and elves won't dig deep.)
- illithids' slaves can dig too deep.
- nords can dig too deep, being stubborn.

- fewer barkstrips leather from the correct trees. Were too plentiful.
- sphene changed to a gem (instead of stone).
- black bear attacks, through clothes it only "tears the fat"... third bite, finger, tears wrist artery. Made the bite and scratch a little faster. "bear fury"
- red frog bites bruising lungs and heart?? Seems wrong. Oh, it was 12 kg. Halved to 6 kg size now.
- d_init.txt: temple and guild hall requests: changed from 10 and 25 folk to 8 and 22 folk thresholds.
- kangaroo embark value doubled, it's like a deer.
- oh, we already have a dungeon master dorf graphics tile.
- beaver bite boosted.
- dwarf castes: dutifulness changes. Shroomer high assertiveness. Jade low dutifulness.


Yay 47.02 is out! Copy overwritingly the main executable, and "data/index" file and you're set.
*copies changes over* *tries to embark on a naturalskills-having world* *crash*
- latest executable has not fixed the "embark crash if certain NATURAL_SKILL".

Major bug fixes
Spoiler (click to show/hide)

ps. argh 53 fps on 7 dwarves, reclaim fort first 3 months.
Title: Re: [47.02 Phoe is released] OldGenesis mod, barkstrips/fur/suede/leather/hide
Post by: TomiTapio on February 08, 2020, 06:56:50 pm
Dwarf Fortress humanoids: they refuse to crawl six meters to the food and beer, to save their life. When they're leg-crippled and in the hospital, dying of thirst.

Hm, I'm not uploading a 47.02 ascii or ironhand today, think I'll put a few new creatures in first. Tomorrow.
Title: Re: [47.02 Phoe is released] OldGenesis mod, barkstrips/fur/suede/leather/hide
Post by: TomiTapio on February 09, 2020, 12:39:54 pm
OldGenesis 47.02b War Edition: The Wrath of the Ironhand Tileset: The Reckoning. Is out now.
http://dffd.bay12games.com/file.php?id=14769

OldGenesis 47.02b War Edition: The ANSIvalence of the Sea: Revengeance of the Cursor. Is out now. (ASCII tiles, world included)
http://dffd.bay12games.com/file.php?id=14770

Ironhand and ASCII War Edition: orcs and dusk elves are angry now!
Spoiler (click to show/hide)
Title: Re: [47.02] OldGenesis mod -- alcohol tiers, barkstrips/fur/suede/leather/hide
Post by: TomiTapio on February 11, 2020, 10:00:30 am
"Duci Mil", weaponsmith: assigned to Dungeon Master position because skill "novice schemer". That's the new espionage responsibility.



Today outdoors-only zero-digging fort... 3x2 size, much trees. 275 fps with 7 dorfs.
argh huge tantrum spiral. At least we don't have miasma. Got 10 1x1 size rooms(need to build roof cos outside).

Spoiler (click to show/hide)
Title: Re: [47.02] OldGenesis mod -- alcohol tiers, barkstrips/fur/suede/leather/hide
Post by: TomiTapio on February 14, 2020, 06:49:18 am
Adding a few new reactions.

Code: [Select]
[REACTION:FURNITURE_FROM_BEST_ROCK] best stone wood into furniture: 2020-02
[NAME:furniture f best rock]
[BUILDING:GRINDER:NONE]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE] [REACTION_CLASS:CARVE_SMOOTH]

[PRODUCT:16:1:TABLE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:16:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:17:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:CABINET:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:COFFIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:ARMORSTAND:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:WEAPONRACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
sum 100. No bookcase or slab.
[SKILL:MASONRY]
[DESCRIPTION:From finest stones: beds, thrones, tables, cabinets, coffers, coffins, armor stand, weapon rack.]

[REACTION:FURNITURE_FROM_ANY_ROCK]
[NAME:furniture f any rock]
[BUILDING:GRINDER:NONE]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE] --WORTHLESS_STONE_ONLY] want ore ones too.

[PRODUCT:16:1:TABLE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:16:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:17:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:CABINET:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:COFFIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:ARMORSTAND:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:WEAPONRACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
sum 100. No bookcase or slab.
[SKILL:MASONRY]
[DESCRIPTION:From any stones: beds, thrones, tables, cabinets, coffers, coffins, armor stand, weapon rack.]

[REACTION:MAKE_CLAY_TOYS] Feb 2020
[NAME:make clay toys]
[BUILDING:KILN:CUSTOM_T]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]  [HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:2:1:TOY:ITEM_TOY_SHAMANRING:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]  inspired from source shape, rare
[PRODUCT:6:1:TOY:ITEM_TOY_BOAT:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:9:1:TOY:ITEM_TOY_AXE:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_HAMMER:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_MINIFORGE:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_CHESSBOARD:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_GO_BOARD:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:8:1:TOY:ITEM_TOY_MASK_GOLEM:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_CUP:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:8:1:TOY:ITEM_TOY_WAGON:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_SPINNING_TOP:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_ARCHITECTSET:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_MASK_ANIMAL:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[FUEL]
[SKILL:POTTERY]

Title: Re: [47.02] OldGenesis mod -- alcohol tiers, barkstrips/fur/suede/leather/hide
Post by: TomiTapio on February 15, 2020, 10:09:20 am
Two new OldGenesis screenshots on twitter: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=live

Tips: j-m-q cremate bodyparts,
j-m-q fine, j-m-q bone, j-m-q furniture, j-m-q wood (spear, bludgeon)
j-m-q bed (metal and stone bed available), j-m-q rock
Title: Re: [47.02] OldGenesis mod - tiers of alcohol,wood,leather,carving stone
Post by: TomiTapio on February 17, 2020, 09:55:12 am
47.03 is out!
Just copy the Dwarf Fortress.exe and data/index from 47.03 vanilla to your oldgenesis installation.

You can now search-and-replace in creature_dwarf.txt the "zzNATURAL" to "[NATURAL" to restore the caste skills.
World gen may still crash around the year 110, small region will allow longer worldgen.

Spoiler (click to show/hide)

edit: planning a glass toys reaction.
Spoiler (click to show/hide)
*imagines glueing beard hairs to the green glass chess pieces*

edit2: List of OldGen EDGEDWEAPONROCK minerals (based on info what the stone age people used). It's better to have stone-tip spear than all-wooden spear. In 20 traps.
Spoiler (click to show/hide)
Title: Re: [47.02] OldGenesis mod - tiers of alcohol,wood,leather,carving stone
Post by: TomiTapio on February 17, 2020, 01:14:34 pm
47.03 Ironhand and Phoebus versions are published. More glass and clay reactions. Make fur toys.

Ironhand http://dffd.bay12games.com/file.php?id=14817
Phoebus http://dffd.bay12games.com/file.php?id=14819

Changelog
Spoiler (click to show/hide)
Title: Re: [47.03] OldGenesis mod - tiers of alcohol,wood,leather/fur,carving stone
Post by: TomiTapio on February 18, 2020, 04:19:59 am
Nice, got a Miner's Guild request. (62 citizens, reduced threshold in init)
Let's... put it in the Pure Marble mining area and put some statues up.


*first battle with 850 kg GIANT CAVE CROC*
Heckk, it is massively stronger than a minotaur. Gotta reduce it, so it's not dragon-class.
*builds 20 coffins*


"Adil Keskalrilem [some tame animal] has grown to become a Nothing."
"Zefon Olonothsin has grown to become a Nothing."
"The nothing attacks the giant cave croc but She jumps away!"
"Adil Keskalrilem, Nothing (Tame) has been found dead."
(pet, head, neck, two wings) (a migratory grass-eating bird size 4-13, very long neck)
... is it my Swan creature from years ago? It is goose. **inspects all itemcorpse-bonfirelogs creatures**


WTF, "Urist Inodbecor, Milker cancels Place Item in Tomb: Dismayed." Dismayed?
Title: Re: [47.03] OldGenesis mod - tiers of alcohol,wood,leather/fur,carving stone
Post by: TomiTapio on February 19, 2020, 07:55:10 am
Image: Uh oh an undead army comes to our "aquifer prevented us, so we live in clay tunnels" settlement...

Result: we have one weapon trap, useless. 5 dorfs left, 7 kids left, still 10 undead remain, in the aquifer pool.
1 adult left. the undead wear metal armors, we have birch bark armors.
All hope is lost.
CRASH upon "succumb to the invasion-yes".

(https://www.dropbox.com/s/zgwyex74jcpe4ns/DF%20OG%20undead%20army%20comes%20Untitled.png?dl=1)
Title: Re: [47.03] OldGenesis mod - tiers of alcohol,wood,leather/fur,carving stone
Post by: TomiTapio on February 19, 2020, 08:17:15 am
OldGenesis 47.03b ASCII is here.

http://dffd.bay12games.com/file.php?id=14828

Tiny changes compared to Ironhand 03 and Phoebus 03:
- giant cave croc reduced about 6%, was too close to a dragon.
- reacher combat skills boosted.
- animated armor nerfed a little.
- aquifers re-enabled inside the soil definitions.
- MACE weapon boosted a little, didn't injure an Elephant Man.


edit: fun with giant moles:
Spoiler (click to show/hide)
Title: Re: [47.03] OldGenesis mod - tiers of alcohol,wood,leather/fur,carving stone
Post by: TomiTapio on February 23, 2020, 01:59:54 pm
We have 78 folks who have downloaded .03 OldGenesis.
Got any requests for balance tweaks or creature adjustments? Or new toys, or uses for tar?
Anyone done arena testing with OldGenesis weapons, is some blade too strong?
Title: Re: [47.03] OldGenesis mod - tiers of alcohol,wood,leather/fur,carving stone
Post by: Taras on February 24, 2020, 05:15:54 am
We have 78 folks who have downloaded .03 OldGenesis.
Got any requests for balance tweaks or creature adjustments? Or new toys, or uses for tar?
Anyone done arena testing with OldGenesis weapons, is some blade too strong?
I suggest make grimeling from plant material and blizzard men made from ice, also blizzard men may change weather. Small kobolds/gremlins/gnomes, big trolls/blizzard men/ogres/ettins/cyclops/giants, different-bodied maneras/harpies/merpeople must have weapons for them. Like ogre will use scythe or long shaft versus humans.
Title: Re: [47.03] OldGenesis mod - tiers of alcohol,wood,leather/fur,carving stone
Post by: TomiTapio on February 26, 2020, 08:37:27 am
Noted. I should make grimeling to be LEAF material. We already have ent and small ent, made of custom materials.
Huge maul I added for giants:
Spoiler (click to show/hide)

Yay, 95 users have downloaded latest .03 OldGenesis.

stuff tweaks coming in next release:
Spoiler (click to show/hide)
Title: Re: [47.03] OldGenesis mod - tiers of alcohol,wood,leather/fur,carving stone
Post by: TomiTapio on February 27, 2020, 09:16:00 am
(early) The Intense Hall, a ranger guild, has been established.
The Mountainous Hall, a farmer guild, has been established.
(58 citizens)The Foggy Guild, a fishery worker guild, has been established.
When d_init.txt commands [GUILD_UNIT_COUNTS:7:19].

Tip: when a giant cave croc kills one, you better have elite plate armor hero squad, or get everyone to safe burrows.
Huh, an enemy army that consisted of TWO goblin thieves.
Title: Re: [47.03] OldGenesis mod - tiers of alcohol,wood,leather/fur,carving stone
Post by: TomiTapio on February 29, 2020, 08:40:27 pm
poetry and story reviews by my dwarves:
I saw X recite Y.
" `Mason guest', Speardwarf: I saw a stone dwarf recite Smuts Ever Onward.  I am not filled with delight. "
Code: [Select]
---------- Find in Files ----------
> Searching for the string 'recite'...
.gamelog demon beakdog siege kild all.txt(9968,62): Eshtan Moruliden, expedition leader: I saw a stone dwarfette recite Starvations and the Obscure Quake at The Cobalt Oats.  I am not filled with delight.
.gamelog demon beakdog siege kild all.txt(9972,58): Eshtan Moruliden, expedition leader: I saw a aspid dwarf recite Courteous Coal.  No, I'm not interested.
.gamelog demon beakdog siege kild all.txt(10166,51): Lokum Kelaval, Architect: I saw a stone dwarfette recite Key and Nothing More at The Cobalt Oats.  It's boring.
.gamelog demon beakdog siege kild all.txt(10295,50): Aban Libaddumat, Farmer: I saw a stone dwarfette recite Key and Nothing More at The Cobalt Oats.  It's boring.
.gamelog demon beakdog siege kild all.txt(10296,51): Lokum Kelaval, Architect: I saw a stone dwarfette recite Key and Nothing More at The Cobalt Oats.  It's boring.
.gamelog demon beakdog siege kild all.txt(10383,54): Lor Kolnal, outpost liaison: I saw a stone dwarfette recite Key and Nothing More at The Cobalt Oats.  I am not filled with delight.
.gamelog demon beakdog siege kild all.txt(10423,54): Lor Kolnal, outpost liaison: I saw a stone dwarfette recite The Birth of Shock at The Cobalt Oats.  I feel some delight.
.gamelog demon beakdog siege kild all.txt(12096,42): ` tun crip', Planter: I saw a jade dwarf recite The Nightmares and Moment.  I am not filled with delight.
.gamelog demon beakdog siege kild all.txt(20979,47): Ral Gosmermeng, Recruit: I saw a shield dwarf recite We See Goose at The Cobalt Oats.  It isn't boring.
.gamelog demon beakdog siege kild all.txt(20982,49): `Moru dep mil', Herbalist: I saw a shield dwarf recite We See Goose at The Cobalt Oats.  I am not filled with delight.
.gamelog demon beakdog siege kild all.txt(24503,44): Olon Idadag, hammerer: I saw a dunedweller recite Contained Apogee at The Cobalt Oats.  I feel some delight.
.gamelog demon beakdog siege kild all.txt(27993,56): Ushrir Eraltathtat, Marksdwarf: I ssssaw a dunedweller recite The Truthssss and Malodor at The Cobalt Oatssss.  I feel sssome delight.
.gamelog demon beakdog siege kild all.txt(29705,41): `Mor mil', Thresher: I saw a sylvan elf recite Horse and the Shark at The Cobalt Oats.  I am not filled with delight.
.gamelog demon beakdog siege kild all.txt(29706,55): `Duc stee mil', militia commander: I saw a sylvan elf recite Horse and the Shark at The Cobalt Oats.  I am not filled with delight.
.gamelog demon beakdog siege kild all.txt(30643,43): Zefon Otamerith, Poet: I saw a sylvan elf recite Horse and the Shark at The Cobalt Oats.  I feel some delight.
.gamelog r1 sand titan of fireballs kild EVERYONE .txt(1269,63): Melbil Alathoshur, thoughtbearer: I ssaw a ssshield dwarfette recite The Incontinent Violatorss at The Consstructive Belliesss.  I feel ssssome delight.
.gamelog r1 sand titan of fireballs kild EVERYONE .txt(5809,47): Zefon Ubbulatzul, Farmer: I saw a dunedweller recite The Incontinent Violators at The Constructive Bellies.  I am not filled with delight.
.gamelog r1 sand titan of fireballs kild EVERYONE .txt(5810,53): Bembul Belalzon, Pump Operator: I saw a dunedweller recite The Incontinent Violators at The Constructive Bellies.  I feel some delight.
.gamelog r1 sand titan of fireballs kild EVERYONE .txt(6401,61): Sibrek Meskubuk, Animal Dissector: I saw a demon of cruelty recite And You Sang 'Romance!' at The Constructive Bellies.  It's interesting.
.gamelog r1 sand titan of fireballs kild EVERYONE .txt(6402,54): Muthkat Lalgoden, Engraver: I saw a demon of cruelty recite And You Sang 'Romance!' at The Constructive Bellies.  There's not much to admire here.
.gamelog r1 sand titan of fireballs kild EVERYONE .txt(7515,44): Iden Bomrekavuz, Miner: I saw a posh dwarf recite Contained Apogee at The Constructive Bellies.  I feel some delight.
.gamelog r1 sand titan of fireballs kild EVERYONE .txt(7718,50): Obok Urvaddeg, Recruit: I saw a demon of cruelty recite The Truths and Malodor at The Constructive Bellies.  I feel some delight.
.gamelog r1 sand titan of fireballs kild EVERYONE .txt(7720,48): Shom Adilunal, Clerk: I saw a demon of cruelty recite The Truths and Malodor at The Constructive Bellies.  I feel some delight.
.gamelog r1 sand titan of fireballs kild EVERYONE .txt(7722,53): Bembul Belalzon, Wrestler: I saw a demon of cruelty recite The Truths and Malodor at The Constructive Bellies.  I feel some delight.
.gamelog r1 sand titan of fireballs kild EVERYONE .txt(7759,56): Zutthan Emcilob, Swordsdwarf: I saw a demon of cruelty recite The Truths and Malodor at The Constructive Bellies.  I feel some delight.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(7546,66): `hunt furna', Furnace Operator: I ssssaw Bomrek Classssphussshed recite My Friend Boulder.  I enjoyed that.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(11993,44): Iton Kolalath, Farmer: I saw a stone dwarf recite Smuts Ever Onward.  I enjoyed that.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(11994,44): Asob Konosison, Miner: I saw a stone dwarf recite Smuts Ever Onward.  I am not filled with delight.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(11995,52): `Steel hero', militia captain: I saw a stone dwarf recite Smuts Ever Onward.  I am not filled with delight.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(11997,48): Sodel Risenostuk, Recruit: I saw a stone dwarf recite Smuts Ever Onward.  I feel some delight.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(12000,48): Kivish Momuzetas, Recruit: I saw a stone dwarf recite Smuts Ever Onward.  I feel some delight.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(12004,48): `Mason guest', Speardwarf: I saw a stone dwarf recite Smuts Ever Onward.  I am not filled with delight.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(12005,59): Tulon Lolorfarash, militia commander: I saw a stone dwarf recite Smuts Ever Onward.  I feel some delight.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(12735,58): Shom Nokgolalath, Animal Trainer: I saw a deep dwarfette recite My Friend Boulder.  I feel some delight.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(13623,41): Likot Rulushdoren, Farmer: I saw a nord recite Smuts Ever Onward at The Spice of Rooms.  I feel some delight.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(14361,44): Asob Konosison, Miner: I saw a aspid dwarf recite Smuts Ever Onward.  I am not filled with delight.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(14362,54): Adil Kalanmomuz, dungeon master: I saw a aspid dwarf recite Smuts Ever Onward.  I feel some delight.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(14371,47): Asob Oddomdatur, Recruit: I saw a aspid dwarf recite Smuts Ever Onward.  I feel some delight.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(16245,51): Vucar Cattenokol, Weaver: I saw a stone dwarfette recite My Friend Boulder at The Spice of Rooms.  I am not filled with delight.
.gamelog r1-deeltedsave coke no ore, animated armor too strong.txt(22804,56): `Sta smith', captain of the guard: I saw a steel dwarf recite The Birth of Fiends at The Spice of Rooms.  It's interesting.
.gamelog r2 crash .txt(2178,51): `Uva mil', expedition leader: I saw a dunedweller recite The Unswerving Shocks at The Inky Oily Nuts.  I find this somewhat admirable.
.gamelog r3 83pop 570k.txt(3972,45): Dishmab Lularathel, shaman: I ssssaw a nord recite Charcoal Fold at The Eater of Floorss.  I feel sssome delight.
.gamelog r3 83pop 570k.txt(12343,56): Lokum Mezumletmos, Woodcutter: I saw a steel dwarfette recite The Lilac of Glimmers.  It's interesting.
.gamelog r3 83pop 570k.txt(12691,39): Edzul Koganalis, Weaver: I saw a nord recite Pusses Swift at The Eater of Floors.  It's interesting.
.gamelog r3 ehh.txt(1120,50): Erush Kollegon, Clothier: I saw a moss dwarfette recite Disembowelment and the Useless Clefts at The Brunch of Gears.  I feel some delight.
.gamelog r3 ehh.txt(21225,45): Morul Asttirist, Farmer: I saw a white naga recite Disembowelment and the Useless Clefts at The Brunch of Gears.  I am not filled with delight.
.gamelog r3 ehh.txt(21877,49): Litast Sherikathel, Hunter: I saw a stone dwarf recite Nourishing Bow at The Brunch of Gears.  It's interesting.
.gamelog r3 ehh.txt(23537,42): `Uzo mil', Miner: I saw a posh dwarfette recite The Cruel Poetry at The Brunch of Gears.  I feel some delight.
.gamelog r3 ehh.txt(24345,48): Unib Zanorkeskal, Engraver: I saw a moss dwarf recite The Cruel Poetry at The Brunch of Gears.  I am not filled with delight.
.gamelog r3 ehh.txt(24348,55): Ilral Kilrudreg, Animal Dissector: I saw a moss dwarf recite The Cruel Poetry at The Brunch of Gears.  I am not filled with delight.
.gamelog r3 ehh.txt(24455,42): Unib Zanorkeskal, Engraver: I saw a nord recite The Cruel Poetry at The Brunch of Gears.  I am not filled with delight.
.gamelog r3 ehh.txt(24456,42): Kadol Abirineth, Herbalist: I saw a nord recite The Cruel Poetry at The Brunch of Gears.  I feel some delight.
.gamelog r3 ehh.txt(24539,42): Unib Zanorkeskal, Engraver: I saw a nord recite Disembowelment and the Useless Clefts at The Brunch of Gears.  I am not filled with delight.
.gamelog r3 ehh.txt(24774,40): `Uzo doc', Doctor: I saw a stone dwarf recite Charcoal Fold at The Brunch of Gears.  It's really boring.
.gamelog r3 ehh.txt(24775,52): Dishmab Alatharros, Beekeeper: I saw a stone dwarf recite Charcoal Fold at The Brunch of Gears.  I feel some delight.
.gamelog r3 ehh.txt(24959,51): Ezum Sazirmozib, Fish Cleaner: I saw a posh dwarf recite Nourishing Bow at The Brunch of Gears.  It's interesting.
.gamelog r3 way too many tantrum deaths .txt(5347,42): Zas Nakisdodok, Metalsmith: I saw a nord recite Pusses Swift at The Spice of Blockading.  It's interesting.
.gamelog r3 way too many tantrum deaths .txt(5348,40): Led Nanirerib, Performer: I saw a nord recite Pusses Swift at The Spice of Blockading.  It's interesting.
.gamelog r3 way too many tantrum deaths .txt(5349,37): `Loge cip', Lye Maker: I saw a nord recite Pusses Swift at The Spice of Blockading.  It's interesting.
.gamelog r3 way too many tantrum deaths .txt(6403,49): Ustuth Gostcatten, Hunter: I saw a shield dwarf recite Disembowelment and the Useless Clefts at The Granite Devourer.  I feel some delight.
.gamelog r3 way too many tantrum deaths .txt(12352,48): Ilral Kilrudreg, Axedwarf: I saw a stone dwarf recite Nourishing Bow at The Spice of Blockading.  It's interesting.
.gamelog r3 way too many tantrum deaths .txt(12353,56): Atir Stelidrith, Marksdwarf: I ssssaw a sssstone dwarf recite Nourisshing Bow at The Ssspice of Blockading.  I feel ssssome delight.
.gamelog r3 way too many tantrum deaths .txt(12594,51): Ilral Kilrudreg, Animal Dissector: I saw a keeper recite The Sun Sets on Watches at The Spice of Blockading.  I am not filled with delight.
.gamelog r3 way too many tantrum deaths .txt(15458,43): Libash Kegethatir, Engraver: I saw a nord recite Slowly It Foretells at The Spice of Blockading.  I feel some delight.
.gamelog r3 way too many tantrum deaths .txt(15459,41): Olon Onulabras, Carpenter: I saw a nord recite Slowly It Foretells at The Spice of Blockading.  I really enjoyed that!
.gamelog r3 way too many tantrum deaths .txt(15462,42): Zefon Bertilesh, Herbalist: I saw a nord recite Slowly It Foretells at The Spice of Blockading.  I am not filled with delight.
.gamelog r3 way too many tantrum deaths .txt(16186,48): Zon Tiristgisek, Engraver: I saw a aspid dwarf recite Disembowelment and the Useless Clefts at The Spice of Blockading.  I feel some delight.
.gamelog r3 way too many tantrum deaths .txt(16187,54): Udib Gusilan, militia commander: I saw a aspid dwarf recite Disembowelment and the Useless Clefts at The Spice of Blockading.  I feel some delight.
.gamelog r3 way too many tantrum deaths .txt(18534,48): `Gesh mil', Dancer: I ssaw a ssstone dwarfette recite It Musst Have Been Ssstrike at The Sssspice of Blockading.  I feel sssome delight.
.gamelog r3 way too many tantrum deaths .txt(18537,50): Ast Mebzuthudiz, Trader: I saw a stone dwarfette recite It Must Have Been Strike at The Spice of Blockading.  I am not filled with delight.
Title: Re: [47.03] OldGenesis mod - tiers of alcohol,wood,leather/fur,carving stone
Post by: TomiTapio on March 02, 2020, 08:54:30 am

OldGenesis Ironhand 47.04c is uploaded!
http://dffd.bay12games.com/file.php?id=14885


Heck, current mountainside dwarven fort is IN A BAD REGION.
Nearby civs are: dwarves(WAR), dwarves(WAR), Groblins(WAR).
Reachers in the caves.

ps. Modders may be interested in my FINNISH LANGUAGE raws: http://dffd.bay12games.com/file.php?id=14884
Title: Re: [47.04] OldGenesis mod - also soundmessages for adventurers.
Post by: TomiTapio on March 03, 2020, 09:29:04 am
.
OldGenesis 47.04c wit dem Feebus tiles, is out yonder:
http://dffd.bay12games.com/file.php?id=14887

Includes a very short history world that took many attempts to create. Worldgen crashes in year 12 and 15 also.

Changelog:
Spoiler (click to show/hide)

ps. heck, dark dwarves in caves, and a Red Dragon comes!

Also ASCII version, with one 33 years world, is uploaded:
http://dffd.bay12games.com/file.php?id=14888


edit: 62 users have downloaded .04c, thanks!
Title: Re: [47.04] OldGenesis mod - also soundmessages for adventurers.
Post by: TomiTapio on March 10, 2020, 08:43:36 am
Three wolves attack us, therefore a lightning strike from the gods, starts a grassfire. Good.
Title: Re: [47.04] OldGenesis mod - also soundmessages for adventurers.
Post by: TomiTapio on March 11, 2020, 07:51:53 am
What, ghosts can go berserk?!

`Lor mil', Ghostly Speardwarf has gone berserk!
Besmar Degelsebsur, Fisherdwarf: I musssst withdraw!
`Lor mil', Ghostly Speardwarf batters Stinthad Idenmuzish, Animal Trainer!

Title: Re: [47.04] OldGenesis mod - also soundmessages for adventurers.
Post by: TomiTapio on March 12, 2020, 08:26:15 am
Ooh, a gargoyle-joined-civ recruit! Rare!


Rolled a balanced 30 years world. No Oruku-civilized orcs tho.
Bah, cave animal firestart-chance caused all my outdoors sheep and horses to burn-melt. Horses are so stupid.
Spoiler (click to show/hide)

Changelog, not yet released:
Spoiler (click to show/hide)
Title: Re: [47.04] OldGenesis mod - also soundmessages for adventurers.
Post by: TomiTapio on March 13, 2020, 06:30:34 am
OldGenesis players! If you want to stop the 47.04 worldgen crashes, remove the NO_EAT and NO_DRINK tags from
demons, beastmen, scavengers, illithids/mindflayers, serpentfolk/snakemen, orcs, all three goblin species. I'm now enjoying a 170 worlds years long worldgen.

Something to do with variable_positions and generated_butler_position food responsibilities...?
Title: Re: [47.04] OldGenesis mod - also soundmessages for adventurers.
Post by: TomiTapio on March 15, 2020, 03:09:50 am
.
== OldGenesis Ironhand 47.04 c plus is here: ==
http://dffd.bay12games.com/file.php?id=14933

World gen will not crash, because removed NO_EAT from civilizations/entities.

Changelog:
Spoiler (click to show/hide)

Also uploaded one Ironhand-tiles world because two necro towers as neighbors: http://dffd.bay12games.com/file.php?id=14934
Title: Re: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
Post by: Shonai_Dweller on March 16, 2020, 04:38:49 pm
Try removing Fish_Cleaner from your no_eat entities (do you really need it if they don't eat?  :) ).
That works for preventing vanilla humans and dwarves with no_eat from crashing.
Title: Re: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
Post by: TomiTapio on March 17, 2020, 06:21:48 am
Ah I see. This will probably be fixed in next release.
I guess I'll keep all civs as eating normally, as NO_EAT was just a hack to boost population numbers.

*TomiTapio stays in burrows-1*

Old reaction of mine: rock salt boulder into edible "salt bits" plant:
Spoiler (click to show/hide)
Title: Re: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
Post by: TomiTapio on March 17, 2020, 11:27:05 am
.
== OldGenesis Phoebus 47.04 c plus is here: ==
http://dffd.bay12games.com/file.php?id=14942
World gen will not crash, because removed NO_EAT from civilizations/entities.

Click on this twitter hashtag to see screenshots of OldGenesis mod. https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image

Changelog:
Spoiler (click to show/hide)
Title: Re: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
Post by: Wafflelordling on March 18, 2020, 08:57:44 am
Hi, thanks for uploading the mod. XD Trying it out for the first time so wanted to check. Does this have DF Hack?, and i just install fully by itself no need to also download DF 47.04?
Title: Re: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
Post by: TomiTapio on March 18, 2020, 12:49:24 pm
Hi, thanks for uploading the mod. XD Trying it out for the first time so wanted to check. Does this have DF Hack?, and i just install fully by itself no need to also download DF 47.04?
Thanks! It's 70% by Deon and 30% by me. Deon drew the creature graphics! (link: Deon's 2008-2016 mods http://dffd.bay12games.com/who.php?id=22 )
Yeah just unzip and run the executable. DFhack may be used, but it is not needed.

Note that you need a "b-e-f" Finishing Forge to hammer "coarse iron"(good for cauldrons and anvils)
into weapons-grade "iron". Then pig iron + iron = steel, if not have flux stones.

Also b-w-F furniture shop for wood stuff, and b-w-B Advanced Furniture Shop for metal beds, bone furniture, custom bone crafts reaction.
Don't forget j-m-q mean spike and j-m-q wood. And j-m-q best or finest.
Make enough toys to get "lamp" and "shaman ring" which are needed for Altars and AdvFurniShop. Embark with "hand axe" which is needed for Furniture Shop.

Usually I start production with barkstrips-making from the birch I brought, then in leather shop make barkstrips leather armors.
Images of Finnish bark shoes and backpacks: https://twitter.com/hashtag/tuohivirsut?f=image

If your site only has LEAD and SILVER, I have added lead bludgeons as trap componen, and brass and silver certain weapons.
Spoiler (click to show/hide)
Title: Re: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
Post by: TomiTapio on March 25, 2020, 01:24:53 pm
.
Humm, 72 users have downloaded OldGenesis 47.04cplus release. Thanks everyone.

OldGenesis screenshots on twitter hashtag: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image

various Dwarf Fortress art on deviantArt: https://www.deviantart.com/popular-all-time/?section=&global=1&q=dwarf+fortress
Title: Re: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
Post by: Alatun on March 26, 2020, 02:19:13 pm
FYI.
I've downloaded your package. There is a saved world included: "Ushatodgub  - Reclaim fortress" at year 31. When trying to load this world, I'm getting this error
"---------------------------
FATAL ERROR
---------------------------
Missing Creature Definition: DEMON
---------------------------
OK   
---------------------------
"
and then the game terminates.

I've created a new world and this one seems to work so far.
Title: Re: [47.04] OldGenesis mod - J-orcs and Gob-orcs, Finnish language
Post by: TomiTapio on March 26, 2020, 04:12:25 pm
Thanks for noticing. I guess this was the .04c ascii version since the Cplus ones have 200+ year worlds.
Title: Re: [47.04] OldGenesis mod - J-orcs and Gob-orcs, Finnish language
Post by: Alatun on March 26, 2020, 04:41:20 pm
I don't remember the exact link, but it's called "DF47_04cpl_OldGen_Phoebus.zip" and the time stamp of various files are dated 17.03.2020 and the zip has a size of ~40MB. So it should be this link: http://dffd.bay12games.com/file.php?id=14942.
Title: Re: [47.04] OldGenesis mod - J-orcs and Gob-orcs, Finnish language
Post by: TomiTapio on March 28, 2020, 08:09:00 am
Behold these older OldGenesis useful reactions:

Code: [Select]
[REACTION:CRAFT_WOOD_QUIVER] --new 2017-12
[NAME:craft 3 wooden quivers]
[BUILDING:FURNITURE_WORKSHOP_WOOD:CUSTOM_U]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
--REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:3:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:5:1:SKIN_TANNED:NONE:CREATURE_MAT:LOGPILE_HULK:BARKSTRIPS_SUEDE] 5% chance of bark strips.
[SKILL:CARPENTRY]

[REACTION:CRAFT_WOOD_BACKPACK] --new 2017-12. Finnish tradition has tuohireppu, backpack made of birch bark strips. One 21-44 kg haulful of wood into two backpacks.
[NAME:craft 2 wooden backpacks]
[BUILDING:FURNITURE_WORKSHOP_WOOD:CUSTOM_P]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
--REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:2:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CARPENTRY]

[REACTION:CRAFT_WOOD_BAG] --new 2018-06. Surely a wooden box can hold flour or sand. Use precious wool for hospital and clothing, not sand-carrying.
[NAME:barkstrips bags f logs] four flour-bags from one birch log. Instead of four bags from four rhinos.
[BUILDING:FURNITURE_WORKSHOP_WOOD:CUSTOM_A]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[REACTION_CLASS:FLEXIBLE_BARK] strict requirement
[PRODUCT:100:4:BOX:NONE:CREATURE_MAT:LOGPILE_HULK:BARKSTRIPS_SUEDE] that new leatherlike. Cannot command straight bag-of-material-wood, as any BOX-type made from wood will become a chest.
[SKILL:CARPENTRY]

[REACTION:GET_BARKSTRIPS_ANYLOGS] 2018-06. a lowquality-leather from any 8 trees; wasteful. The dwarves' plywood.
[NAME:barkstrips f any 8 logs]
[BUILDING:FURNITURE_WORKSHOP_WOOD:CUSTOM_Z]
[REAGENT:whateverwood:8:WOOD:NONE:NONE:NONE]
--REAGENT:CONSUMEMEALS:1:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
two leather come out
one chair comes out, instead of INTACT LOGS REFUND.
one table comes out
one bin comes out
maybe wood shavings.
[PRODUCT:70:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:whateverwood:NONE]
[PRODUCT:70:1:TABLE:NONE:GET_MATERIAL_FROM_REAGENT:whateverwood:NONE]
[PRODUCT:70:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:whateverwood:NONE]

[PRODUCT:80:2:SKIN_TANNED:NONE:CREATURE_MAT:LOGPILE_HULK:BARKSTRIPS_SUEDE]
[SKILL:CARPENTRY]
[DESCRIPTION:Two lowquality-leather from any 8 logstacks.]

[REACTION:GET_BARKSTRIPS_PROPER] 2018-06. a lowquality-leather from trees that have IRL bark crafts:  birch, silver birch, yellow birch, cherry, black ash, tulip poplar, cedar, white pine.
barkcloth and papercloth IRL, see https://en.wikipedia.org/wiki/Barkcloth
[NAME:barkstrips from proper]
[BUILDING:FURNITURE_WORKSHOP_WOOD:CUSTOM_B] b for barkstrips.
[REAGENT:birchlike:1:WOOD:NONE:NONE:NONE]  one UNSTRIPPED correct logstack goes in, five suedelike leather and chance of chair/chest/table.
[REACTION_CLASS:FLEXIBLE_BARK] strict requirement
--REAGENT:CONSUMEMEALS:1:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals. XXX saw it use seeds bag as food!
[PRODUCT:17:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:birchlike:NONE]
[PRODUCT:17:1:TABLE:NONE:GET_MATERIAL_FROM_REAGENT:birchlike:NONE]
[PRODUCT:7:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:birchlike:NONE]
[PRODUCT:9:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:birchlike:NONE]
[PRODUCT:100:3:SKIN_TANNED:NONE:CREATURE_MAT:LOGPILE_HULK:BARKSTRIPS_SUEDE] --five was too many. four was too many.
[SKILL:CARPENTRY]
[DESCRIPTION:A leather from trees: birch, silver birch, yellow birch, cherry, black ash, tulip poplar, cedar, white pine.]
[DESCRIPTION:One logstack goes in, four bark strips, and chance of chair/chest/table.]
[DESCRIPTION:Great for shoes and backpacks and containers.]

==============================================================================

[REACTION:SEW_SUEDE_TOYS] 2019-04
[NAME:sew suede toys]
[BUILDING:LEATHER:CUSTOM_SHIFT_T]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE] 2 kg source material.
[REACTION_CLASS:SUEDE]
--REAGENT:C:1:THREAD:NONE:NONE:NONE:NONE] --can use glue/woodpegs/bonepegs instead of valuable thread. Or leather strips thru holes.
-xx "FOOD" used ore and stone... REAGENT:CONSUMEMEALS:1:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:20:1:TOY:ITEM_TOY_DICE_AND_TRACK_BOARD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:30:1:TOY:ITEM_TOY_GOGGLES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_MEDALLION:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_MINIDEPOT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:30:1:TOY:ITEM_TOY_KIDBADGE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:30:1:TOY:ITEM_TOY_RINGTOSS:GET_MATERIAL_FROM_REAGENT:A:NONE] small hoops filled with something, maybe wood core.
[PRODUCT:45:1:TOY:ITEM_TOY_BALLSET:GET_MATERIAL_FROM_REAGENT:A:NONE] juggling balls / play balls filled with sand or dirt or hay or wool.
[PRODUCT:38:1:TOY:ITEM_TOY_DOLL:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:27:1:TOY:ITEM_TOY_MASK_ANIMAL:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:35:1:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use cheapest leather to make toys for the little ones. Also shoes.]
[DESCRIPTION:One suede in, various toys out, maybe three in total.]

[REACTION:CRAFT_BARKSTRIP_TOYS] 2019-04
[NAME:craft barkstrip toys]
[BUILDING:LEATHER:CUSTOM_SHIFT_B]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE]  [REACTION_CLASS:BARKSTRIPS_LEATHERLIKE]
--REAGENT:C:1:THREAD:NONE:NONE:NONE:NONE] --can use wood/bone pegs instead of thread. Or leather strips thru holes.
-xx "FOOD" used ore and stone... REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.

[PRODUCT:40:1:TOY:ITEM_TOY_BOAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:35:1:TOY:ITEM_TOY_GOGGLES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:40:1:TOY:ITEM_TOY_MEDALLION:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_MINIDEPOT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_KIDBADGE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_RINGTOSS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:30:1:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use bark strips to make toys for the little beardlings. Also shoes.]

buckler? chest armor. shoe, mailmitten, quiver. backpack. cap. flour bag.
[REACTION:CRAFT_BARKSTRIP_GEAR] 2019-04
[NAME:craft barkstrip equipment]
[BUILDING:LEATHER:CUSTOM_B]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE]  [REACTION_CLASS:BARKSTRIPS_LEATHERLIKE]  probably 2.3 to 3.3 kg birchbark.
--xx maybe require wooden blocks as well?
-xx "FOOD" used ore and stone... REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.

[PRODUCT:6:1:HELM:ITEM_HELM_CAP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:GLOVES:ITEM_GLOVES_MAIL:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:19:1:ARMOR:ITEM_ARMOR_LEATHER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:SHIELD:ITEM_SHIELD_BUCKLER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:SHIELD:ITEM_SHIELD_SHIELD:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:9:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:15:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] bark strips bag.
[PRODUCT:22:1:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:A:NONE]

[SKILL:LEATHERWORK]
[DESCRIPTION:Use bark strips to make shoes, caps & helms, backpacks, bags, quivers, chest armor, pairs of mail mittens, shields, bucklers.]

[REACTION:SEW_SUEDE_GEAR] 2019-04, random output so don't need friggin' 10 different reactions. Variable size suedes in, so to speak.
[NAME:sew suede clothes]
[BUILDING:LEATHER:CUSTOM_SHIFT_S]
[REAGENT:A:2:SKIN_TANNED:NONE:NONE:NONE:NONE] 2 x 2 kg in.
[REACTION_CLASS:SUEDE] don't waste the armortype leather on these things.
--REAGENT:C:1:THREAD:NONE:NONE:NONE:NONE] --can use wood/bone pegs instead of thread. Or leather strips thru holes.
-xx "FOOD" used ore and stone... REAGENT:CONSUMEMEALS:1:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.

[PRODUCT:11:1:HELM:ITEM_HELM_HOOD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:6:1:HELM:ITEM_HELM_CAP:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:6:1:ARMOR:ITEM_ARMOR_SHIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:ARMOR:ITEM_ARMOR_VEST:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:ARMOR:ITEM_ARMOR_CAPE:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:14:1:GLOVES:ITEM_GLOVES_GLOVES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:14:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:PANTS:ITEM_PANTS_SKIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:12:1:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:16:1:FLASK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:12:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use two cheap thin leather to make pants, skirts, shoes etc. and waterskins, quivers, backpacks.]

[REACTION:SEW_FUR_ITEMS] 2019-04, random output so don't need friggin' 10 different reactions.
[NAME:sew luxury fur items]
[BUILDING:LEATHER:CUSTOM_F]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REACTION_CLASS:FUR_LEATHER] don't waste the armortype leather on these things.
--REAGENT:C:1:THREAD:NONE:NONE:NONE:NONE] --can use wood/bone pegs instead of thread. Or leather strips thru holes.
--REAGENT:CONSUMEMEALS:1:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.

[PRODUCT:15:1:HELM:ITEM_HELM_HOOD:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:6:1:ARMOR:ITEM_ARMOR_SHIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:8:1:ARMOR:ITEM_ARMOR_VEST:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:18:1:ARMOR:ITEM_ARMOR_CAPE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:18:1:ARMOR:ITEM_ARMOR_DRESS:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:18:1:GLOVES:ITEM_GLOVES_MITTENS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:18:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:A:NONE]  good for cold regions
[PRODUCT:8:1:PANTS:ITEM_PANTS_SKIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:8:1:TOY:ITEM_TOY_DOLL:GET_MATERIAL_FROM_REAGENT:A:NONE] tiger fur doll
[PRODUCT:8:1:TOY:ITEM_TOY_MASK_ANIMAL:GET_MATERIAL_FROM_REAGENT:A:NONE] tiger fur animal mask

[PRODUCT:5:1:FLASK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] not so good, fur waterskin.
[PRODUCT:9:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] luxury
[PRODUCT:7:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] luxury
[SKILL:LEATHERWORK]
[DESCRIPTION:Use one fur to make hoods, capes, mittens, pants etc. and waterskins, quivers, backpacks.]
[DESCRIPTION:And the occasional animal mask and doll for the little ones.]
Title: Re: [47.04] OldGenesis mod - J-orcs and Gob-orcs, Finnish language
Post by: django623 on March 28, 2020, 10:09:57 am
Bless you for keeping this mod going, amazing that I can be away for half a decade and come back to my favorite mod still going strong. One thing I've been running into i didn't know if was brought up yet. Bonfires. I've encountered two issues with them.

The first issue is some of my dwarves have become arsonists, while chopping trees they have started bonfires on their own that turn into forest fires, torching everything around and leaving a single bonfire burning for around a year or so that i wall off to contain. I've even had a dwarf training dodge on the obstacle course take a break and light a fire inside, burning the obstacle course and burning him alive.

The second issue i encountered was Bonfires are set as a Stone according to Warlord's Bonfire mod. This also means they are available to be cut by the jeweler. Making every stone for cutting, i didn't notice until it was too late that my jeweler had produced a Bonfire Cabochon that burned the workshops down and left a cut Bonfire gem that could not be moved or removed and burned eternally.


The second instance as more my fault as i didn't pay attention to what i designated for cutting, but before i sink another 30+ hours into a fort, is there any kind of edit i can do to the raws/ini to address the arsonist tendency?

Title: Re: [47.04] OldGenesis mod - J-orcs and Gob-orcs, Finnish language
Post by: TomiTapio on March 28, 2020, 11:25:35 am
The first issue is some of my dwarves have become arsonists, while chopping trees they have started bonfires
hee hee hee, some wildlife, when killed, will drop a bonfire material, thus simulating a wild forest fire. I know not how woodcutting would start a fire.

The second issue i encountered was Bonfires are set as a Stone according to Warlord's Bonfire mod. This also means they are available to be cut by the jeweler. Making every stone for cutting, i didn't notice until it was too late that my jeweler had produced a Bonfire Cabochon that burned the workshops down and left a cut Bonfire gem that could not be moved or removed and burned eternally.
Most epic a mishap; I better not fix such happy accident. The fortress is not a safe place, heh.
Obsidian caste dwarves used to be fire-immune, but no longer, because tissues are creature-level nowadays.

The second instance as more my fault as i didn't pay attention to what i designated for cutting, but before i sink another 30+ hours into a fort, is there any kind of edit i can do to the raws/ini to address the arsonist tendency?
I guess one can change the two bonfire materials to not start fires, by changing their fixed temperature.
Or "find in all files" function of your text editor, change all "INORGANIC:COAL_BONFIRE" material mentions to something else.

I like it when one in 100 caravans brings an item made of Bonfire and they burst into flames upon arrival. May the gaze of Arm_ok not be upon us.
Toss a coin to your Yeti Poet, o swamp of plenty~
Title: Re: [47.04] OldGenesis mod - J-orcs and Gob-orcs, Finnish language
Post by: django623 on March 28, 2020, 11:30:55 am
I will give that a try, but the idea of flaming trade caravans does kind of tempt me to leave the settings as is.

Thank you!
Title: Re: [47.04] OldGenesis mod - J-orcs and Gob-orcs, Finnish language
Post by: TomiTapio on March 31, 2020, 07:57:52 am
Combat log: Deamon babysnatcher vs traps and low-skill dwarves:
they are 220 kg, USE_MATERIAL_TEMPLATE:SKIN:SKINFOUR_TEMPLATE] --demon-class on males. USE_MATERIAL_TEMPLATE:LEATHER:LEATHERFOUR_TEMPLATE]
 
Code: [Select]
Snatcher!  Protect the children!
The beech crude spear strikes the deamon thief in the right lower arm, tearing the muscle through the x({large helmet snake suede cape})x!
The spinning conglomerate crude maul misses the deamon thief!
The +limonite crude maul+ strikes the deamon thief in the upper body, tearing apart the skin and bruising the muscle and bruising the right lung through the X({large helmet snake suede cape})X!
The deamon thief jumps away from The spinning beech crude spear!
The -beech crude mace- strikes the deamon thief in the left wing, tearing the skin through the XX({large helmet snake suede cape})XX!

Linnake Jadekelaa, Clothier cancels Drink: Interrupted by a deamon thief.
Hautaholvi Juoksuhautakarkea, Glassmaker cancels Render fat: Interrupted by a deamon thief.
Uurna Messiohut, expedition leader cancels Brew drink from plant: Interrupted by a deamon thief.
Haarniska Melakultaus, Weaver cancels Store Item in Stockpile: Interrupted by a deamon thief.
Maleficus Araneamundus, Deamon Thief: I must withdraw!

Peili Elolinnake has become a Recruit.
Kahva Tuoksusaarto has become a thoughtbearer.
Linnake Jadekelaa has become a Recruit.
Kauppias Kuihdutaito has become a Recruit.
Siirappi Linnaruuvipenkki has become a Marksdwarf.
`Tie mil' has become a Hammerdwarf.
Teras Kristallijarkytys has become a Recruit.
Mela Teatterisandaali has become a Macedwarf.
Haarniska Melakultaus has become a Halberdier.
`Mus doc' has become a hammerer.
`Lat smith' has become a Recruit.
`Taito mil' has become a Swordsdwarf.
`Pallk mil' has become a manager.
Tera Pyoralaulu has become a sheriff.
`Tima mil' has become a militia commander.

The recruit strikes the deamon thief in the right hand with her -copper pick-, tearing the muscle and bruising the bone!
A ligament has been torn and a tendon has been torn!
The force bends the right wrist!
The recruit strikes the deamon thief in the upper body with her -copper pick-, tearing the muscle and bruising the liver!
`Taito mil', Swordsdwarf cancels Pickup Equipment: Interrupted by a deamon thief.
Maleficus Araneamundus, Deamon Thief: I must withdraw!
Kauppias Kuihdutaito, Recruit cancels Pickup Equipment: Interrupted by a deamon thief.
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The recruit attacks the deamon thief but She jumps away!
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The halberdier misses the deamon thief!
Haarniska Melakultaus, Halberdier: The battle rages...  I laugh in the face of death!
`Lat smith', Recruit: In the midst of conflict...  I laugh in the face of death!
Linnake Jadekelaa, Recruit: The battle rages...  I laugh in the face of death!
The recruit stands up.
The thoughtbearer attacks the deamon thief but She jumps away!
The thoughtbearer slashes the deamon thief in the right upper arm with his *iron short sword*, tearing apart the skin through the XX({large helmet snake suede cape})XX!
The XX({large helmet snake suede cape})XX breaks!
The *iron short sword* has lodged firmly in the wound!
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The thoughtbearer pulls on the embedded *iron short sword*.
The thoughtbearer gains possession of the *iron short sword*.
The thoughtbearer attacks the deamon thief but She jumps away!
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The thoughtbearer misses the deamon thief!
The thoughtbearer attacks the deamon thief but She jumps away!
The swordsdwarf attacks the deamon thief but She jumps away!
The thoughtbearer misses the deamon thief!
The swordsdwarf punches the deamon thief in the left upper leg with his right hand, tearing the skin and bruising the muscle through the ({large spider silk trousers})!
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The halberdier bashes the deamon thief in the right upper leg with the shaft of his +iron spear+, tearing apart the skin through the ({large spider silk trousers})!
The force twists the right hip!
The swordsdwarf stands up.
The halberdier misses the deamon thief!
The halberdier stands up.
Maleficus Araneamundus, Deamon Thief: I must withdraw!
Siirappi Linnaruuvipenkki, Marksdwarf cancels Pickup Equipment: Interrupted by a deamon thief.
The macedwarf bashes the deamon thief in the upper body with her *limonite crude maul*, tearing apart the skin and bruising the heart!
The recruit stands up.
The macedwarf attacks the deamon thief but She jumps away!
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The macedwarf bashes the deamon thief in the left hand with her *limonite crude maul*, tearing apart the skin and bruising the muscle!
Maleficus Araneamundus, Deamon Thief: I have improved my dodging.  That was satisfying.
The marksdwarf attacks the deamon thief but She jumps away!
The thoughtbearer stands up.
The marksdwarf misses the deamon thief!
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The hammerdwarf attacks the deamon thief but She jumps away!
The recruit stands up.
The marksdwarf misses the deamon thief!
The marksdwarf attacks the deamon thief but She jumps away!
Mela Teatterisandaali, Macedwarf: I brought somebody to rest in bed.  I'm very sympathetic.
The marksdwarf misses the deamon thief!
The thoughtbearer attacks the deamon thief but She jumps away!
The marksdwarf attacks the deamon thief but She jumps away!
Kahva Tuoksusaarto, thoughtbearer: I'm nervous.
Linnake Jadekelaa, Recruit: I don't feel nervous.
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The thoughtbearer stands up.
Kahva Tuoksusaarto, thoughtbearer: I'm uneasy.
The recruit misses the deamon thief!
The halberdier attacks the deamon thief but She jumps away!
Linnake Jadekelaa, Recruit: No, that's not annoying.
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The recruit misses the deamon thief!
The thoughtbearer attacks the deamon thief but She jumps away!
The marksdwarf misses the deamon thief!
The thoughtbearer misses the deamon thief!
The marksdwarf attacks the deamon thief but She jumps away!
The hammerdwarf misses the deamon thief!
Kahva Tuoksusaarto, thoughtbearer: It's annoying.
The macedwarf misses the deamon thief!
The recruit stands up.
The hammerdwarf attacks the deamon thief but She jumps away!
Linnake Jadekelaa, Recruit: This isn't confusing.
The recruit attacks the deamon thief but She jumps away!
Kahva Tuoksusaarto, thoughtbearer: This is confusing.
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The recruit attacks the deamon thief but She jumps away!
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The macedwarf bashes the deamon thief in the right lower leg with her *limonite crude maul*, tearing apart the skin through the ({large spider silk trousers})!
Maleficus Araneamundus, Deamon Thief: I have improved my observation.  That was satisfying.
The macedwarf stands up.
The thoughtbearer stands up.
The halberdier stands up.
The macedwarf stands up.
The marksdwarf stands up.
The recruit stands up.
The marksdwarf stands up.
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The halberdier misses the deamon thief!
The macedwarf stands up.
The thoughtbearer stands up.
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The halberdier misses the deamon thief!
The halberdier attacks the deamon thief but She jumps away!
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The halberdier misses the deamon thief!
The manager strikes the deamon thief in the left hand with his (black bronze pick), tearing the muscle and bruising the bone!
A sensory nerve has been severed, a ligament has been torn and a tendon has been torn!
The force twists the left wrist!
The deamon thief loses hold of the {linen bag}.
The halberdier misses the deamon thief!
The manager attacks the deamon thief but She jumps away!
Maleficus Araneamundus, Deamon Thief: I must withdraw!
The hammerdwarf stands up.
`Pallk mil', manager: I'm not uneasy.
The recruit stands up.
`Pallk mil', manager: No, that's not annoying.
The manager strikes the deamon thief in the left upper leg with his (black bronze pick), tearing the muscle and bruising the bone through the x({large spider silk trousers})x!
A tendon has been torn!
The force bends the left hip!
The deamon thief falls over.
`Pallk mil', manager: This isn't confusing.
The manager strikes the deamon thief in the upper body with his (black bronze pick), tearing the muscle and tearing the liver!
The halberdier stabs the deamon thief in the lower body with his +iron spear+, tearing the muscle and tearing the guts through the X({large spider silk trousers})X!
The deamon thief looks sick!
The +iron spear+ has lodged firmly in the wound!
The thoughtbearer stands up.
The halberdier pulls on the embedded +iron spear+.
The halberdier gains possession of the +iron spear+.
The halberdier stabs the deamon thief in the left upper arm with his +iron spear+, chipping the bone and chipping the left shoulder's bone through the XX({large spider silk cape})XX!
A tendon has been torn!
A ligament in the left shoulder has been torn and a tendon has been torn!
The force twists the left shoulder!
The manager strikes the deamon thief in the upper body with his (black bronze pick), tearing the muscle and tearing the liver!
The halberdier stabs the deamon thief in the lower body with his +iron spear+, tearing the muscle and tearing the spleen through the XX({large spider silk trousers})XX!
The manager punches the deamon thief in the left upper leg with his right hand, tearing the skin and bruising the muscle through the XX({large spider silk trousers})XX!
The force twists the left hip!
The deamon thief vomits.
The halberdier stabs the deamon thief in the upper body with his +iron spear+, tearing the muscle and tearing the right lung!
The deamon thief is having trouble breathing!
The manager strikes the deamon thief in the lower body with his (black bronze pick), tearing the muscle and tearing the left kidney through the XX({large spider silk trousers})XX!
The XX({large spider silk trousers})XX is ripped to shreds!
The XX({large spider silk cape})XX is ripped to shreds!
The halberdier stabs the deamon thief in the right lower arm with his +iron spear+, chipping the bone!
A sensory nerve has been severed, a ligament has been torn and a tendon has been torn!
The force twists the right elbow!
The halberdier punches the deamon thief in the head with his left hand, tearing the skin!
The force bends the neck!
Haarniska Melakultaus, Halberdier: No, that's not annoying.
The manager strikes the deamon thief in the right hoof with his (black bronze pick), but the attack glances away!
The force twists the right ankle!
The halberdier stabs the deamon thief in the lower body with his +iron spear+, tearing the muscle and tearing the lower spine's nervous tissue!
A tendon in the lower spine has been torn!
The +iron spear+ has lodged firmly in the wound!
The halberdier pulls on the embedded +iron spear+.
The halberdier gains possession of the +iron spear+.
The manager punches the deamon thief in the head with his left hand, tearing the skin!
The force twists the neck!
The halberdier stabs the deamon thief in the left hand with his +iron spear+, tearing the muscle!
Maleficus Araneamundus, Deamon Thief: I have improved my armor.  That was satisfying.
The manager strikes the deamon thief in the lower body with his (black bronze pick), tearing the muscle and tearing the guts!
The deamon thief looks sick!
The (black bronze pick) has lodged firmly in the wound!
Haarniska Melakultaus, Halberdier: This isn't confusing.
The halberdier bashes the deamon thief in the left wing with the shaft of his +iron spear+, tearing apart the skin!
The manager pulls on the embedded (black bronze pick).
The manager gains possession of the (black bronze pick).
Kauppias Kuihdutaito, Recruit cancels Get Provisions: Interrupted by a deamon thief.
The halberdier stabs the deamon thief in the left upper leg with his +iron spear+, chipping the bone and chipping the left hip's bone!
A tendon has been torn!
A ligament in the left hip has been torn and a tendon has been torn!
The +iron spear+ has lodged firmly in the wound!
The force pulls the left hip!
The manager strikes the deamon thief in the right hand with his (black bronze pick), tearing the muscle and bruising the bone!
A ligament has been torn and a tendon has been torn!
The force pulls the right wrist!
The deamon thief passes out from exhaustion.
The halberdier pulls on the embedded +iron spear+.
The halberdier gains possession of the +iron spear+.
The halberdier stabs the deamon thief in the head with his +iron spear+, tearing the muscle, tearing the brain connections, chipping the skull and tearing the cerebrum!
A tendon in the skull has been torn!
The deamon thief looks sick!
The force twists the neck!
The manager strikes the deamon thief in the head with his (black bronze pick), tearing the muscle and tearing the brain connections!
The force pulls the neck, bruising the skin!
The halberdier stabs the deamon thief in the head with his +iron spear+, tearing the muscle and chipping the skull!
A tendon in the skull has been torn!
The +iron spear+ has lodged firmly in the wound!
The force bends the neck, bruising the skin!
The manager strikes the deamon thief in the head with his (black bronze pick), tearing the muscle, tearing the brain connections!
A tendon in the skull has been torn!
The (black bronze pick) has lodged firmly in the wound!
The force twists the neck, tearing apart the skin!
The halberdier pulls on the embedded +iron spear+.
The halberdier gains possession of the +iron spear+.
The halberdier stabs the deamon thief in the head with his +iron spear+, tearing apart the muscle, chipping the skull and tearing the brain connections!
A tendon in the skull has been torn!
The force bends the neck, bruising the skin!
The manager pulls on the embedded (black bronze pick).
The manager gains possession of the (black bronze pick).
The halberdier stabs the deamon thief in the head with his +iron spear+, tearing apart the muscle, fracturing the skull and tearing the cerebrum!
A tendon in the skull has been torn!
The deamon thief looks sick!
The force pulls the neck, bruising the skin!
The manager strikes the deamon thief in the head with his (black bronze pick), tearing apart the muscle and tearing the cerebellum!
The (black bronze pick) has lodged firmly in the wound!

Peili Elolinnake has become a Miner.
Kahva Tuoksusaarto has become a thoughtbearer.
Linnake Jadekelaa has become a Clothier.
Kauppias Kuihdutaito has become a Engraver.
Siirappi Linnaruuvipenkki has become a Bone Carver.
`Tie mil' has become a Gelder.
Teras Kristallijarkytys has become a Wood Burner.
Mela Teatterisandaali has become a Stonecrafter.
Haarniska Melakultaus has become a Weaver.
`Mus doc' has become a hammerer.
`Lat smith' has become a Weaponsmith.
`Taito mil' has become a Miner.
`Pallk mil' has become a manager.
Tera Pyoralaulu has become a sheriff.
`Tima mil' has become a militia commander.

Haarniska Melakultaus, Weaver: Death is all around us.  I am not upset by this.
Kauppias Kuihdutaito, Engraver: Death...  I am not upset by this.
Siirappi Linnaruuvipenkki, Bone Carver: Death...  This is truly horrifying.
Mela Teatterisandaali, Stonecrafter: Death is all around us.  This is truly horrifying.

`Pallk mil', manager: Death...  This isn't distressing.
`Pallk mil', manager: Our time in The Universe of Prophecies is so brief...  This does not scare me.
Kauppias Kuihdutaito, Engraver: Gruesome wounds!  This does not scare me.
Siirappi Linnaruuvipenkki, Bone Carver: Gruesome wounds!  This does not scare me.
Haarniska Melakultaus, Weaver: So easily broken...  This does not scare me.
Mela Teatterisandaali, Stonecrafter: How fragile we are...  Begone fear!
`Lat smith', Weaponsmith cancels Forge iron battle axe: Needs 1 iron bars.
Siirappi Linnaruuvipenkki, Bone Carver: I put on a well-crafted item.  I'm content.
Kauppias Kuihdutaito, Engraver: I got caught in a miasma.  It'll take more than that to disgust me.
Title: Re: [47.04] OldGenesis mod - far more than just new creatures and civs.
Post by: TomiTapio on April 05, 2020, 06:19:16 am
Latest tunings (weaker punches, stronger tissues from Revision mod) :
Took 16 punches from an angry Hunter to kill a domesticated donkey. Transferred force tearing neck skin many times.

Right, I could attach the combat log:
Spoiler (click to show/hide)
Title: Re: [47.04] OldGenesis mod - far more than just new creatures and civs.
Post by: Sver on April 05, 2020, 02:15:44 pm
Damn, that's dedicated donkey murder.

Still, hits-to-kill seems too low, hrm. Should probably take note and make punch velocity even lower.
Title: Re: [47.04] OldGenesis mod - far more than just new creatures and civs.
Post by: Korgoth on April 09, 2020, 04:08:11 pm
did you took off the Malegen and femalegen from the raws?
Title: Re: [47.04] OldGenesis mod - far more than just new creatures and civs.
Post by: TomiTapio on April 09, 2020, 07:46:21 pm
Yeah, some veteran modders, whom I respect, didn't like the phallus/testes/groin/womb/breast combat damage.
They didn't add much to the game. Now wildlife, that random chance starts a grassfire, that's good.

ps.
Adjusted blood spatter syndrome to be less aggravating. Rolled a bad world too few dorfs:
Spoiler (click to show/hide)
I like ape echoes.

pps. check out my unpublished VILLAGANDERS village sim (Windows Java, OpenGL cubes) on my Twitter: https://twitter.com/hashtag/Villaganders?src=hashtag_click
Also mentioned in my DeviantArt https://www.deviantart.com/tomitapio/journal/My-Villaganders-village-game-porting-to-Android-684054128

ppps. If you made a cool creature, that is not stronger than a minotaur, I might add it to OldGenesis. Vorthon got the Giant Cave Floater here.
Title: Re: [47.04] OldGenesis mod - far more than just new creatures and civs.
Post by: TomiTapio on April 12, 2020, 05:41:23 am
I don't have the energy to do the to-do items of OldGenesis... maybe someday.

Spoiler (click to show/hide)

Anyone want to "inspect all not_freezing plants for what biome they should grow in. Not strawberries in desert!"
Title: Re: [47.04] OldGenesis mod by Deon - friendly samurai orcs, foe goblinpal orcs
Post by: TomiTapio on April 13, 2020, 04:33:44 am
(promotional message)
OldGenesis, we have sound texts for adventure mode.

Code: [Select]
--sounds.. loudness/distance (squares), commonness (1000 for alarm, 10k peaceful).
[SOUND:ALERT:50:1550:VOCALIZATION:shout ferociously:shouts in rage:a dwarven battlecry]
[SOUND:ALERT:40:1800:VOCALIZATION:shout fiercely:shouts in rage:a dwarf raging]
[SOUND:ALERT:35:2100:VOCALIZATION:shout hah!:shouts in rage:a muffled dwarven battlecry]
[SOUND:PEACEFUL_INTERMITTENT:45:80000:VOCALIZATION:cough:shouts:a dwarven shout] --very rare but long-distance
[SOUND:PEACEFUL_INTERMITTENT:25:180000:VOCALIZATION:ponder the futility of it all:looks very sad:insane gibbering in the distance] --very rare
[SOUND:PEACEFUL_INTERMITTENT:24:27000:VOCALIZATION:sneeze:sneezes:a sneeze]
[SOUND:PEACEFUL_INTERMITTENT:7:25000:VOCALIZATION:burp:burps:a low burp]
[SOUND:PEACEFUL_INTERMITTENT:7:214000:VOCALIZATION:spit:spits:somebody spitting]
[SOUND:PEACEFUL_INTERMITTENT:15:9500:VOCALIZATION:mumble a curse:talks:dwarven conversation]
[SOUND:PEACEFUL_INTERMITTENT:10:39500:VOCALIZATION:think about lovely ales:talks about beer prices:ale-related conversation]
[SOUND:PEACEFUL_INTERMITTENT:10:59500:VOCALIZATION:think about the best beers:jabbers on and on about rope reed:talk about spirits]
[SOUND:PEACEFUL_INTERMITTENT:15:89500:VOCALIZATION:think about slaying something:complains about the recent deaths:overhear talk about deaths]
[SOUND:PEACEFUL_INTERMITTENT:14:21000:VOCALIZATION:pray to Armok:prays to Armok:a prayer to Armok]
[SOUND:PEACEFUL_INTERMITTENT:11:144000:VOCALIZATION:wonder about Armok's beard:blasphemes against Armok:blaspheming against Armok]
[SOUND:PEACEFUL_INTERMITTENT:13:28000:VOCALIZATION:pray:prays:a dwarven prayer]
[SOUND:PEACEFUL_INTERMITTENT:13:29500:VOCALIZATION:slouch:prays:a dwarven prayer to the stone]
[SOUND:PEACEFUL_INTERMITTENT:4:26000:VOCALIZATION:sigh:sighs:a sigh] --shortest distance/loudness
[SOUND:PEACEFUL_INTERMITTENT:16:17000:VOCALIZATION:swear:swears:somebody swearing]
[SOUND:PEACEFUL_INTERMITTENT:11:19000:VOCALIZATION:mutter:mutters:somebody muttering]
[SOUND:PEACEFUL_INTERMITTENT:7:88000:VOCALIZATION:comb your beard:combs hir beard:footsteps]
[SOUND:PEACEFUL_INTERMITTENT:14:82000:VOCALIZATION:stumble:stumbles briefly:uneven footsteps]
[SOUND:PEACEFUL_INTERMITTENT:8:18000:VOCALIZATION:grunt:grunts:a grunt]
[SOUND:PEACEFUL_INTERMITTENT:8:18000:VOCALIZATION:grumble:grumbles:somebody grumbling]
[SOUND:PEACEFUL_INTERMITTENT:6:72000:VOCALIZATION:pick your nose:picks hir nose:a quiet cough]
[SOUND:PEACEFUL_INTERMITTENT:6:18000:VOCALIZATION:cough:coughs:a quiet cough]
[SOUND:PEACEFUL_INTERMITTENT:6:25000:VOCALIZATION:scratch your head:scratches an itch:footfalls]
[SOUND:PEACEFUL_INTERMITTENT:7:91000:VOCALIZATION:lick your lips:gnaws on a fingernail:a quiet cough]
[SOUND:PEACEFUL_INTERMITTENT:14:145000:VOCALIZATION:have a coughing fit:suffers a coughing fit:a nasty coughing fit]
[SOUND:PEACEFUL_INTERMITTENT:9:106000:VOCALIZATION:straighten your clothes:straightens hir clothes:a fabric sound]
Title: Re: [47.04] OldGenesis mod by Deon - friendly samurai orcs, foe goblinpal orcs
Post by: django623 on April 17, 2020, 10:56:45 am
The bonfire incidents i'm experiencing are tied to hunting. While returning kill they will stop to make a bonfire and attempt to cook? I know that ducklings don't produce bonfires when killed and thats the only explanation i can think of for a hunter to start a bonfire in the top of a tree that results in his burning to death.
Title: Re: [47.04] OldGenesis mod by Deon - friendly samurai orcs, foe goblinpal orcs
Post by: TomiTapio on April 17, 2020, 04:29:30 pm
In one's text editor, one can read spoilers,
some creature castes start a fire on death. To simulate natural grassfires.
find string in folders: ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BONFIRE

Creature spoilers, do not read:
Spoiler (click to show/hide)

Can dig moats outside, or place walls and floor, or maybe dirt road, to protect against wildfire.

OldGenesis: it's better than vanilla : - )

ps. dig ice boulders, melt them into hospital water. Distil livestock milk into hospital water. (j-m-q water)
Title: Re: [47.04] OldGenesis mod by Deon - friendly samurai orcs, foe goblinpal orcs
Post by: TomiTapio on April 18, 2020, 06:11:18 am
Ach. The animated armor, big danger of the caves, was quite immune to wooden weapons and kicks. Then we hid in the home burrows, and a stone trap's rock knocked its helmet-gem off. Lost 11 dwarves to the AA.

Now a Forgotten beast comes, theropod with enromous shell, noxious secretions. It devours the Red Frogs in the caverns. We defeated the FB with no casualties.
Title: Re: [47.04] OldGenesis mod by Deon - 3 gobbo civs, 2 orc civs, 2 humie types, 3 elfo
Post by: Korgoth on April 19, 2020, 12:46:08 pm
Dont know if you remember about the problem that the race of snakepeople were having on not bleeding their on blood on game and I have found out why. It was a error of duplicated materials,
you need to put this part on the shared section of all the races of snakeman, righ on top
Spoiler (click to show/hide)

and the error should be fixed now :)

Also, could you help me with the incident of the animals cousing wildfires on death? How can I change that?
Had an adventurer died because he was caught in a wildfire after killing a freaking weak wilde wolf, and he killed a hydra, so i'm not very happy with that hahaha
 I just have to edit the raws on the game?

Edit: I just took them of from the raws os the creatures except for the caste of the blessed goose, and i think that everything is in order now :)
Title: Re: [47.04] OldGenesis mod - far more than just new creatures and civs.
Post by: Iä! RIAKTOR! on April 19, 2020, 01:06:48 pm
Yeah, some veteran modders, whom I respect, didn't like the phallus/testes/groin/womb/breast combat damage.
They didn't add much to the game. Now wildlife, that random chance starts a grassfire, that's good.

ps.
Adjusted blood spatter syndrome to be less aggravating. Rolled a bad world too few dorfs:
Spoiler (click to show/hide)
I like ape echoes.

pps. check out my unpublished VILLAGANDERS village sim (Windows Java, OpenGL cubes) on my Twitter: https://twitter.com/hashtag/Villaganders?src=hashtag_click
Also mentioned in my DeviantArt https://www.deviantart.com/tomitapio/journal/My-Villaganders-village-game-porting-to-Android-684054128

ppps. If you made a cool creature, that is not stronger than a minotaur, I might add it to OldGenesis. Vorthon got the Giant Cave Floater here.
How back genitals to all creatures, but not install other this mod's features?
Title: Re: [47.04] OldGenesis mod - far more than just new creatures and civs.
Post by: TomiTapio on April 20, 2020, 06:39:04 am
How back genitals to all creatures, but not install other this mod's features?
It's not modular, you have to do copy-paste modding on the creatures. To put them on "all creatures of vanilla" takes probably 35 minutes.
Find every row in every creaturefile that has "[BODY:" string.

*pictures dwarves with spears hurting a male giant*
Version 44.12e and earlier, has the gendered organs, file  http://dffd.bay12games.com/download.php?id=14371&f=DF44_12e_OldGen_ascii.zip

Spoiler (click to show/hide)
Title: Re: [47.04] OldGenesis mod - far more than just new creatures and civs.
Post by: Iä! RIAKTOR! on April 20, 2020, 08:40:38 am
How back genitals to all creatures, but not install other this mod's features?
It's not modular, you have to do copy-paste modding on the creatures. To put them on "all creatures of vanilla" takes probably 35 minutes.
Find every row in every creaturefile that has "[BODY:" string.

*pictures dwarves with spears hurting a male giant*
Version 44.12e and earlier, has the gendered organs, file  http://dffd.bay12games.com/download.php?id=14371&f=DF44_12e_OldGen_ascii.zip

Spoiler (click to show/hide)
Thanks!
Title: Re: [47.04] OldGenesis mod by Deon - 3 gobbo civs, 2 orc civs, 2 humie types, 3 elfo
Post by: TomiTapio on April 25, 2020, 07:37:37 pm
Whoa, a shield dwarf miner, "Hero doc", managed to Become Happy! (-26 000 stress.) Recently I reduced the blood spatter stress syndromes; was too much tantrums.
Rest of current fort(pop 50, 194k wealth) are at 0 to 1800 stress points. Giant Cave Croc ate one citizen. A Cave Tortoise bit fatally into another's brain.
Title: Re: [47.04] OldGenesis mod by Deon - 3 gobbo civs, 2 orc civs, 2 humie types, 3 elfo
Post by: TomiTapio on April 28, 2020, 07:49:09 am
A puny 5-person siege came to my 600k wealth 67 pop fort.
Two orc axemen, three gobline (axe,sword,sword). But gobline literates are the most peaceful least warlike of the goblin subraces~

Current region8 world pops:
Spoiler (click to show/hide)
Title: Re: [47.04] OldGenesis mod by Deon - 3 gobbo civs, 2 orc civs, 2 humie types, 3 elfo
Post by: Hydarius on May 01, 2020, 02:18:11 pm
Quick question about the Advanced Furniture Shop, how does one make a lamp?
Title: Re: [47.04] OldGenesis mod by Deon - 3 gobbo civs, 2 orc civs, 2 humie types, 3 elfo
Post by: Jackledead on May 01, 2020, 02:39:06 pm
Haven't had a single successful world gen on ironhand build 64 or phoebus, does world gen just not work? is it that im running the game from my ssd instad of my hard drive? the game struggles to find a seed it's happy with, and when it finally starts passing time it crashes at about 12-15 years world age.

I used to play genesis way back in the day and am finally coming back to DF so please help me out here.
Title: Re: [47.04] OldGenesis mod by Deon - 3 gobbo civs, 2 orc civs, 2 humie types, 3 elfo
Post by: TomiTapio on May 01, 2020, 06:31:25 pm
Quick question about the Advanced Furniture Shop, how does one make a lamp?
Thanks for asking!
Lamp and Shaman ring (for sacred temple workshop building) get randomly made (inspired) when one makes rock toys. I'll add this to the docs.

OldGenesis toys definitions file:

Spoiler (click to show/hide)
Bonus: 2000 years old wooden sunglasses, because UV light snowblindness. https://themindcircle.com/first-sunglasses-were-used-2000-years-ago-by-eskimo-hunters/

Docs txt file:
Spoiler (click to show/hide)
Title: Re: [47.04] OldGenesis mod by Deon - 3 gobbo civs, 2 orc civs, 2 humie types, 3 elfo
Post by: TomiTapio on May 01, 2020, 06:34:32 pm
Haven't had a single successful world gen on ironhand build 64 or phoebus, does world gen just not work? is it that im running the game from my ssd instad of my hard drive? the game struggles to find a seed it's happy with, and when it finally starts passing time it crashes at about 12-15 years world age.
It used to crash, it is fixed in OldGenesis 47.04cplus. Download at http://dffd.bay12games.com/who.php?id=1538

The cause was leisure time value high + NO_EAT civilization + FISHER jobs. (probably over 65 555 fish since no-one ate, number overflow bug I guess)
Delete NO_EAT from all hostile humanoid civ creatures and the crashes should vanish.

04c and 04cplus changelogs:
Spoiler (click to show/hide)
Title: Re: [47.04] OldGenesis mod by Deon - 3 gobbo civs, 2 orc civs, 2 humie types, 3 elfo
Post by: TomiTapio on May 07, 2020, 08:45:30 am
Heeecckkk

The *pear wood crude spear* strikes the large rat in the upper body, tearing the muscle and tearing apart the heart!
A major artery in the heart has been opened by the attack!
The large rat gives in to pain.
The large rat retches.
The large rat vomits.
The large rat retches.
The large rat vomits.
The large rat retches.
Luostari Maalisolki, beard doctor cancels Place In Traction: No available traction bench.
Ovi Puhallahuone has become a Spinner.
Teline Kellarityyni has become a Wood Burner.
The deity Snub Bagnguspodigrospu has come!  (size 9 tons) A gigantic ancient resembling a human, almost unparalleled in size. Can lift a bull elephant.

.
.
Title: Re: [47.04] OldGenesis mod by Deon - 3 gobbo civs, 2 orc civs, 2 humie types, 3 elfo
Post by: Esko on May 08, 2020, 08:58:03 am
Hello,

After several years, I'm going to play DF again : I tried to load your world (OldGenesis Mod 47.04cplus, Phoebus, world included) and I have a fatal error "Missing Creature Definition : DEMON".

Doesn't really matter as I'm able to create a new world , just to let you know.

Well, when I look at my neighbors before settling I have several Goblins civ, is that normal? I have "Goblins", "Goblines" (no trade with this one),"Groblins". OK I looked at the raw and it seems normal.
Title: Re: [47.04] OldGenesis mod by Deon - 3 gobbo civs, 2 orc civs, 2 humie types, 3 elfo
Post by: TomiTapio on May 09, 2020, 12:20:53 pm
Yeah to get more goblin attacks, the goblins I split into goblins, groblins who are extra crude and have less metal, more barbarism, goblines who occasionally read books, maybe they are half gnomes. And lately split orc(samurai) civ into oruku(samurai, Japanese language) and orcs (crude, goblin influenced).

DEMON civ got renamed to DEAMON since hell layer has demons.
Spoiler (click to show/hide)

goblin split changelog:
Spoiler (click to show/hide)
Title: Re: [47.04] OldGenesis mod by Deon - 3 gobbo civs, 2 orc civs, 2 humie types, 3 elfo
Post by: TomiTapio on May 11, 2020, 05:57:03 am
(24 population)
A minotaur comes! It punches the shit out of our horses and sheep, we stay in the home rooms, sharpening our pickaxes.
A grassfire starts! Our outdoors wood piles and furniture and barkstrips armors gonna burn.

Fight.
The minotaur is pummeled fiercely, and ended by a Red Steel Pick Of Hope, to the head.
The "statioooon!" dorfs derp and walk into the grassfire to pick up equipment, ignoring burrows order. Everybody is hungry.
Food is cooked and evryone likes the --cat tallow dessert--.

Code: [Select]
Sali Linnaketahti, beard doctor cancels Give Food: No food available.
The Minotaur Ibeta Espeteususu Aldur Kari has come!  (size 1.47 tons) A mighty humanoid with the head of a bull and stinking brown fur. As heavy as three horses. Master of wrestling and removal of limbs.


The minotaur gores the stray lamb in the right front hoof with his left horn and the severed part sails off in an arc!
The stray lamb falls over.
The minotaur kicks the stray lamb in the left front leg with his left foot and the injured part explodes into gore!
An artery has been opened by the attack!
The minotaur grabs the stray lamb by the left front hoof with his right upper arm!
The minotaur releases the grip of The minotaur's right upper arm on the stray lamb's left front hoof.
The minotaur punches the stray lamb in the right eye with his right hand and the injured part collapses into a lump of gore!
The force twists the head and the upper spine splits in gore!
An artery has been opened by the attack!
A tendon in the upper spine has been torn!
The Stray Lamb (Tame) has been found dead.
The minotaur grabs the hoary marmot pup by the head with his left hand!
The minotaur gores the hoary marmot pup in the lower body with his left horn, bruising the muscle and bruising the guts!
The hoary marmot pup is propelled away by the force of the blow!
The minotaur punches the hoary marmot pup in the upper body with his right hand, bruising the muscle and bruising the liver!
The hoary marmot pup's right front leg skids along the ground, bruising the muscle!
The minotaur gores the stray ewe in the right front hoof with his left horn and the severed part sails off in an arc!
The minotaur grabs the stray ram by the right front leg with his left hand!
The minotaur punches the stray ram in the right front leg with his right hand and the injured part is smashed into the body, an unrecognizable mass!
An artery has been opened by the attack!


The minotaur punches the stray large horse in the right rear leg with his left hand, bruising the bone!
The minotaur grabs the stray large horse by the teeth with his left hand!
The minotaur gores the stray large horse in the left rear hoof with his left horn and the severed part sails off in an arc!
The stray large horse falls over.
The stray large horse is unable to break the grip of The minotaur's left hand on The stray large horse's teeth!
The minotaur releases the grip of The minotaur's left hand on the stray large horse's teeth.
The minotaur grabs the stray large horse by the left front hoof with his left lower arm!
The minotaur releases the grip of The minotaur's left lower arm from The stray large horse's left front hoof.
The minotaur grabs the stray large horse by the right rear hoof with his right hand!
The minotaur releases the grip of The minotaur's right hand on the stray large horse's right rear hoof.
The minotaur grabs the stray large horse by the head with his right hand!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand and the part splits in gore!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The minotaur gouges the stray large horse's left eye with The minotaur's right hand and the part splits in gore!
Ibeta Espeteususu Aldur Kari, Minotaur: I have improved my wrestling.  That was satisfying.
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The minotaur gouges the stray large horse's left eye with The minotaur's right hand, tearing it apart!
The minotaur scratches the stray large horse in the left eye, tearing it apart!
The force pulls the head, tearing apart the hair and denting the skin!
The minotaur gouges the stray large horse's left eye with The minotaur's right hand, tearing it apart!
The minotaur gores the stray large horse in the upper body with his right horn, bruising the muscle and bruising the left lung!
The stray large horse is having trouble breathing!
The minotaur bites the stray large horse in the lower body, tearing the muscle and bruising the guts!
The stray large horse looks sick!
The minotaur latches on firmly!
The minotaur shakes the stray large horse around by the lower body, tearing apart the lower body's skin and denting the fat and denting the lower spine's bone!
A tendon in the lower spine has been torn!
The stray large horse vomits.
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The minotaur gores the stray large horse in the lower body with his right horn, bruising the muscle and bruising the guts!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The minotaur punches the stray large horse in the head with his right hand, bruising the muscle and shattering the skull!
The force bends the neck, tearing apart the skin and denting the fat!
A tendon in the upper spine has been torn!
The minotaur gouges the stray large horse's left eye with The minotaur's right hand, tearing it apart!
The minotaur punches the stray large horse in the right rear hoof with his left hand and the severed part sails off in an arc!
The minotaur gores the stray large horse in the neck with his left horn and the injured part is smashed into the body, an unrecognizable mass!
An artery has been opened by the attack!
The minotaur gouges the stray large horse's left eye with The minotaur's right hand, tearing it apart!
The minotaur scratches the stray large horse in the lower body, tearing the muscle and bruising the guts!
The stray large horse looks sick!
The minotaur gouges the stray large horse's left eye with The minotaur's right hand, tearing it apart!
The stray large horse misses the minotaur!
The minotaur gores the stray large horse in the upper body with his right horn, bruising the muscle and bruising the liver!
The minotaur gores the stray large horse in the right rear leg with his right horn, fracturing the bone!
The stray large horse misses the minotaur!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The minotaur gores the stray large horse in the left front leg with his left horn, fracturing the bone!
The stray large horse misses the minotaur!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The minotaur gores the stray large horse in the upper body with his right horn, bruising the muscle and bruising the heart!
The stray large horse misses the minotaur!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The minotaur gores the stray large horse in the lower body with his left horn, bruising the muscle and bruising the stomach!
The minotaur collapses and falls to the ground from over-exertion.
The stray large horse misses the minotaur!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The minotaur gouges the stray large horse's left eye with The minotaur's right hand, tearing it apart!
The stray large horse misses the minotaur!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
Ibeta Espeteususu Aldur Kari, Minotaur is no longer enraged.
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The stray large horse is unable to break the grip of The minotaur's right hand on The stray large horse's head!
The minotaur gouges the stray large horse's left eye with The minotaur's right hand, tearing it apart!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The stray large horse misses the minotaur!
The minotaur gores the stray large horse in the lower body with his right horn, bruising the muscle and bruising the guts!
The stray large horse looks sick!
The minotaur gouges the stray large horse's left eye with The minotaur's right hand, tearing it apart!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The stray large horse misses the minotaur!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The stray large horse misses the minotaur!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The minotaur gouges the stray large horse's left eye with The minotaur's right hand, tearing it apart!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The minotaur gouges the stray large horse's left eye with The minotaur's right hand, tearing it apart!
The stray large horse misses the minotaur!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The minotaur gouges the stray large horse's left eye with The minotaur's right hand, tearing it apart!
The minotaur gouges the stray large horse's right eye with The minotaur's right hand, tearing it apart!
The stray large horse misses the minotaur!
The minotaur gouges the stray large horse's left eye with The minotaur's right hand, tearing it apart!
The stray large horse passes out from exhaustion.
The minotaur gores the stray large horse in the head with his right horn and the injured part collapses into a lump of gore!
An artery has been opened by the attack!
The stray large horse looks sick!
Kaupunki Palatsihauta, Guineahen (Tame) has been found dead.
The Stray Large Horse (Tame) has been found dead.
The minotaur stands up.
The minotaur punches the mason in the lower body with his right hand, bruising the muscle and bruising the guts through the x(raccoon fur trousers)x!
The mason looks sick!
The mason is propelled away by the force of the blow!
The minotaur has become enraged!
The minotaur punches the mason in the right lower leg with his left hand, bruising the muscle through the (pig tail dress)!
The mason's right lower leg skids along the ground, bruising the muscle through the XX(raccoon fur trousers)XX!
The mason vomits.
The mason slams into an obstacle!
The mason retches.
The minotaur gores the mason in the left foot with his left horn, bruising the muscle through the (sheep wool shoe)!
The mason retches.
The minotaur grabs the mason by the right lower arm with his left upper arm!
The minotaur locks the mason's right elbow with The minotaur's left upper arm!
The minotaur bends the mason's right lower arm with The minotaur's left upper arm and the right elbow collapses!
A ligament in the right elbow has been torn and a tendon has been torn!
The minotaur releases the joint lock of The minotaur's left upper arm on the mason's right lower arm.
The minotaur releases the grip of The minotaur's left upper arm on the mason's right lower arm.
The minotaur grabs the mason by the right upper arm with his right upper arm!
The minotaur locks the mason's right shoulder with The minotaur's right upper arm!
The minotaur bends the mason's right upper arm with The minotaur's right upper arm and the right shoulder collapses!
A ligament in the right shoulder has been torn and a tendon has been torn!
The minotaur releases the joint lock of The minotaur's right upper arm on the mason's right upper arm.
The minotaur releases the grip of The minotaur's right upper arm on the mason's right upper arm.
The minotaur grabs the mason by the (rope reed right glove) with his left lower arm!
The minotaur releases the grip of The minotaur's left lower arm on the mason's (rope reed right glove).
The minotaur gores the mason in the right foot with his right horn, bruising the muscle through the (sheep wool shoe)!
`Sinett dephero', Mason: I'm very nervous.
The minotaur gores the mason in the right lower arm with his right horn and the injured part collapses!
An artery has been opened by the attack!
The force bends the right elbow, shattering the bone and shattering the bone!
A ligament has been torn and a tendon has been torn!
The minotaur scratches the mason in the head, tearing apart the muscle, bruising the skull!
An artery has been opened by the attack!
A tendon in the skull has been torn!
The mason has been knocked unconscious!
The force twists the neck, tearing apart the skin and bruising the muscle!
A tendon in the upper spine has been torn!
The minotaur grabs the mason by the (-beaver hair bracelet-) with his left lower arm!
The minotaur gores the mason in the head with his right horn and the injured part collapses!
An artery has been opened by the attack!
The mason looks even more sick!
The minotaur collapses and falls to the ground from over-exertion.
The minotaur stands up.
Ibeta Espeteususu Aldur Kari, Minotaur: Death is all around us.  This is truly horrifying.
Ibeta Espeteususu Aldur Kari, Minotaur is no longer enraged.
`Sinett dephero', Mason has been found dead.
The minotaur punches the stray ewe in the right rear leg with his left hand and the injured part explodes into gore!
An artery has been opened by the attack!
The minotaur grabs the stray ewe by the lower body with his right upper arm!
The minotaur throws the stray ewe by the lower body with The minotaur's right upper arm!
The stray ewe's right front hoof skids along the ground!
The stray ewe's lower body skids along the ground, bruising the muscle and bruising the pancreas!
The stray ewe's right front leg skids along the ground, bruising the muscle!
The stray ewe's tail skids along the ground, bruising the muscle!
The stray ewe slams into an obstacle!
The minotaur kicks the stray ewe in the right front hoof with his left foot and the severed part sails off in an arc!
The minotaur grabs the stray ewe by the left front leg with his left lower arm!
The minotaur punches the stray ewe in the left rear leg with his right hand and the injured part is smashed into the body, an unrecognizable mass!
An artery has been opened by the attack!
The minotaur releases the grip of The minotaur's left lower arm on the stray ewe's left front leg.
The minotaur kicks the stray ewe in the upper body with his right foot, bruising the muscle and bruising the liver!
The stray ewe is propelled away by the force of the blow!
The minotaur has become enraged!
The stray ewe's upper body skids along the ground, bruising the muscle and bruising the left lung!
The stray ewe slams into an obstacle!
The minotaur grabs the stray ewe by the right front leg with his right hand!
The minotaur releases the grip of The minotaur's right hand on the stray ewe's right front leg.
The minotaur grabs the stray ewe by the teeth with his right hand!
The minotaur releases the grip of The minotaur's right hand on the stray ewe's teeth.
The minotaur grabs the stray ewe by the head with his right hand!
The minotaur gouges the stray ewe's right eye with The minotaur's right hand and the skull splits in gore!
A tendon in the skull has been torn!
The minotaur bites the stray ewe in the right rear leg and the severed part sails off in an arc!
Ibeta Espeteususu Aldur Kari, Minotaur is no longer enraged.
Ibeta Espeteususu Aldur Kari, Minotaur: Death...  I feel very uneasy.
Lippu Pyydystasali has become a Marksdwarf.
`shitkiller dep' has become a Elite marksdwarf.
`lohk mil' has become a Wrestler.
`sivu dep' has become a Pikedwarf.
`opus dep' has become a Wrestler.
Alus Hanskaripottele has become a thoughtbearer.
Verkko Tyokalukirkas has become a Recruit.
Pysti Pyorakanta has become a Recruit.
Mela Alasinmetalli has become a broker.
Palkki Nuolikarkea has become a militia commander.
The expedition leader misses the minotaur!
The minotaur grabs the expedition leader by the right upper arm with his right hand!
The minotaur gores the expedition leader in the right upper arm with his right horn and the injured part is smashed into the body, an unrecognizable mass!
An artery has been opened by the attack!
The force pulls the right shoulder,  shattering the bone and  shattering the bone!
A ligament has been sprained and a tendon has been strained!
The expedition leader punches the minotaur in the right lower arm with his left hand, tearing the skin and bruising the fat!
The minotaur takes the expedition leader down by the right upper arm with The minotaur's right hand!
The broker misses the minotaur!
The expedition leader stands up.
The minotaur releases the grip of The minotaur's right hand on the expedition leader's right upper arm.
The minotaur grabs the expedition leader by the first toe, left foot with his left lower arm!
The minotaur charges at the expedition leader!
The expedition leader looks surprised by the ferocity of The minotaur's onslaught!
The minotaur collides with the expedition leader!
The expedition leader is knocked over and tumbles backward!
Mela Alasinmetalli, broker: I cannot just stand by.  This might require an answer.
The expedition leader stands up.
The minotaur grabs the expedition leader by the upper right back teeth with his left lower arm!
The expedition leader misses the minotaur!
The minotaur bites the expedition leader in the tongue, tearing apart the left cheek's skin through the x(mule leather robe)x!
The force bends the head, tearing apart the skin and denting the muscle!
A tendon in the skull has been strained!
The pikedwarf misses the minotaur!
The broker misses the minotaur!
The minotaur takes the expedition leader down by the upper right back teeth with The minotaur's left lower arm!
The pikedwarf misses the minotaur!
The minotaur punches the expedition leader in the lower body with his left hand, bruising the muscle and bruising the guts through the (cave croc hide trousers)!
The expedition leader looks sick!
The expedition leader is propelled away by the force of the blow!
The minotaur releases the grip of The minotaur's left lower arm from The expedition leader's upper right back teeth.
The minotaur has become enraged!
The minotaur bites the expedition leader in the head and the injured part is torn apart!
An artery has been opened by the attack!
A tendon in the skull has been torn!
The expedition leader has been knocked unconscious!
The expedition leader looks even more sick!
The broker misses the minotaur!
The expedition leader's left hand skids along the ground and the part splits in gore!
An artery has been opened by the attack!
The pikedwarf misses the minotaur!
The minotaur grabs the pikedwarf by the left lower leg with his left hand!
The pikedwarf misses the minotaur!
The minotaur gores the pikedwarf in the neck with his right horn and the injured part is smashed into the body, an unrecognizable mass!
An artery has been opened by the attack!
The pikedwarf loses hold of the -bark strips buckler-.
The pikedwarf loses hold of the -copper dagger-.
The pikedwarf falls over.
The pikedwarf misses the minotaur!
The broker punches the minotaur in the right upper leg with her left hand, tearing the skin and bruising the fat!
The expedition leader slams into an obstacle!
The peasant punches the minotaur in the right upper arm with her left hand, tearing the skin!
The minotaur punches the pikedwarf in the left foot with his left hand and the injured part collapses into a lump of gore!
An artery has been opened by the attack!
The force pulls the left ankle, tearing apart the muscle and denting the bone and tearing apart the muscle and denting the bone!
A ligament has been torn and a tendon has been torn!
The elite marksdwarf punches the minotaur in the right lower leg with his left hand, tearing the skin and bruising the fat!
The force twists the right knee!
The broker misses the minotaur!
The pikedwarf misses the minotaur!
The minotaur releases the grip of The minotaur's left hand on the pikedwarf's left lower leg.
The peasant misses the minotaur!
`sivu dep', Pikedwarf: Those injuries...  Begone fear!
The militia commander misses the minotaur!
The elite marksdwarf misses the minotaur!
`shitkiller dep', Elite marksdwarf: Can it all end so quickly?  This does not scare me.
The minotaur grabs the peasant by the left hand with his left lower arm!
The peasant's attack is interrupted!
The peasant misses the minotaur!
Keihas Viininuoli, Peasant: Death...  This is truly horrifying.
Linna Kesaasema, Administrator has been found dead.
Mela Alasinmetalli, broker: Death...  This is truly horrifying.
Palkki Nuolikarkea, militia commander: Death is all around us.  This is truly horrifying.
The minotaur locks the peasant's left wrist with The minotaur's left lower arm!
The pikedwarf misses the minotaur!
The militia commander punches the minotaur in the lower body with her right hand, tearing the skin!
The recruit misses the minotaur!
The broker punches the minotaur in the right upper arm with her right hand, tearing the skin and bruising the muscle!
The force pulls the right shoulder!
The minotaur bends the peasant's left hand with The minotaur's left lower arm and the left wrist collapses!
A ligament in the left wrist has been torn and a tendon has been torn!
The minotaur releases the joint lock of The minotaur's left lower arm on the peasant's left hand.
The militia commander punches the minotaur in the right upper arm with her left hand, tearing the skin and bruising the fat!
The force twists the right shoulder!
Ibeta Espeteususu Aldur Kari, Minotaur: Death is all around us.  This is truly horrifying.
The elite marksdwarf punches the minotaur in the upper body with his left hand, tearing the skin and bruising the fat!
The minotaur releases the grip of The minotaur's left lower arm on the peasant's left hand.
`sivu dep', Pikedwarf: Death...  I feel very uneasy.
The peasant misses the minotaur!
The pikedwarf misses the minotaur!
The minotaur grabs the pikedwarf by the (pig tail right glove) with his left hand!
The peasant punches the minotaur in the upper body with his right hand, tearing the skin!
Rotko Sormususva, Peasant: How fleeting life is...  Begone fear!
The swan misses the minotaur!
The broker punches the minotaur in the left upper arm with her right hand, tearing the skin and bruising the muscle!
The minotaur bites the pikedwarf in the lower body, tearing the muscle and tearing apart the pancreas through the X-bark strips armor-X!
The minotaur latches on firmly!
Keihas Viininuoli, Peasant: Our time in The Windy Dimension is so brief...  Begone fear!
Mela Alasinmetalli, broker: Can it all end so quickly?  Begone fear!
The pikedwarf misses the minotaur!
The militia commander punches the minotaur in the left upper leg with her left hand, tearing the skin!
The swan bites the minotaur in the right upper leg, tearing the skin and bruising the fat!
The recruit strikes the minotaur in the right upper leg with her (red steel pick), tearing the muscle!
The minotaur falls over.
The peasant punches the minotaur in the lower body with his right hand, tearing the skin and bruising the fat!
The elite marksdwarf kicks the minotaur in the head with his left foot, tearing the skin and bruising the fat!
The force twists the neck!
The peasant punches the minotaur in the left foot with her right hand, tearing the skin and bruising the fat!
The force twists the left ankle!
The militia commander punches the minotaur in the upper body with her left hand, tearing the skin and bruising the fat!
The minotaur shakes the pikedwarf around by the lower body and the lower spine collapses!
An artery in the lower body has been opened by the attack!
A tendon in the lower spine has been torn!
Pysti Pyorakanta, Recruit: So easily broken...  Begone fear!
Palkki Nuolikarkea, militia commander: Our time in The Windy Dimension is so brief...  Begone fear!
The swan bites the minotaur in the left foot, denting the fat!
The broker punches the minotaur in the left foot with her right hand, tearing the skin and bruising the muscle!
The minotaur strikes the peasant in the left lower arm with his (pig tail right glove), bruising the bone through the (spider silk cape)!
The peasant punches the minotaur in the left lower arm with his left hand, tearing the skin and bruising the fat!
Rotko Sormususva, Peasant: Death...  This is truly horrifying.
The elite marksdwarf punches the minotaur in the right upper arm with his left hand, bruising the fat!
The swan bites the minotaur in the left upper leg, denting the fat!
The militia commander punches the minotaur in the left upper leg with her left hand, tearing the skin and bruising the fat!
The force pulls the left hip!
The peasant punches the minotaur in the lower body with her right hand, tearing the skin and bruising the fat!
`shitkiller dep', Elite marksdwarf: I have improved my observation.  That was not satisfying.
The recruit misses the minotaur!
`sivu dep', Pikedwarf has been found dead.
Keihas Viininuoli, Peasant: I've been wounded.  That's very annoying.
The broker punches the minotaur in the left hand with her right hand, tearing the skin and bruising the muscle!
The force pulls the left wrist!
The minotaur strikes the peasant in the left upper leg with his (pig tail right glove), bruising the muscle through the (rope reed trousers)!
The swan bites the minotaur in the left hand, denting the fat!
The elite marksdwarf kicks the minotaur in the left lower arm with his left foot, tearing the skin and bruising the muscle!
The force bends the left elbow!
The recruit misses the minotaur!
Mela Alasinmetalli, broker: Death is all around us.  This is truly horrifying.
The peasant punches the minotaur in the upper body with his right hand, bruising the fat!
The militia commander punches the minotaur in the upper body with her right hand, tearing the skin and bruising the fat!
The peasant punches the minotaur in the left lower arm with her right hand, tearing the skin and bruising the fat!
Pysti Pyorakanta, Recruit: Death...  This is truly horrifying.
The minotaur strikes the peasant in the left foot with his (pig tail right glove), bruising the muscle through the x(coyote fur shoe)x!
Verkko Tyokalukirkas, Recruit: Death is all around us.  This is truly horrifying.
The recruit kicks the minotaur in the right foot with her right foot, tearing the skin and bruising the fat!
The force twists the right ankle!
The broker punches the minotaur in the right foot with her right hand, tearing the skin and bruising the muscle!
The force bends the right ankle!
Palkki Nuolikarkea, militia commander: Death is all around us.  This is truly horrifying.
The peasant punches the minotaur in the right lower arm with his right hand, tearing the skin and bruising the muscle!
The force pulls the right elbow!
The swan bites the minotaur in the left upper leg, tearing the skin and bruising the fat!
The elite marksdwarf punches the minotaur in the left foot with his left hand, tearing the skin and bruising the muscle!
The force bends the left ankle!
Keihas Viininuoli, Peasant: It's irritating.
The recruit misses the minotaur!
The militia commander punches the minotaur in the upper body with her right hand, tearing the skin and bruising the fat!
The minotaur attacks the peasant but He jumps away!
The broker punches the minotaur in the head with her right hand, tearing the skin and bruising the fat!
The force pulls the neck!
The recruit strikes the minotaur in the right upper arm with her (red steel pick), tearing the fat!
Ibeta Espeteususu Aldur Kari, Minotaur: Death...  I feel very uneasy.
The peasant kicks the minotaur in the head with her right foot, tearing the skin and bruising the fat!
The force pulls the neck!
The militia commander punches the minotaur in the head with her right hand, tearing the skin and bruising the fat!
The swan bites the minotaur in the lower body, tearing the skin and bruising the fat!
The recruit kicks the minotaur in the right lower arm with his left foot, tearing the skin and bruising the fat!
The broker punches the minotaur in the left lower arm with her right hand, tearing the skin and bruising the muscle!
Palkki Nuolikarkea, militia commander: Linna Summerposts is dead.  I cannot give in to sadness.
The minotaur strikes the peasant in the upper body with his (pig tail right glove), bruising the muscle and bruising the right lung through the x(giant toad suede dress)x!
The elite marksdwarf punches the minotaur in the upper body with his left hand, tearing the skin and bruising the fat!
Mela Alasinmetalli, broker: It's annoying.
Rotko Sormususva, Peasant: I was haunted by a ghost.  This is truly horrifying.
Keihas Viininuoli, Peasant: I'm nervous.
The swan bites the minotaur in the upper body, denting the fat!
The peasant punches the minotaur in the lower body with her right hand, tearing the skin and bruising the fat!
Pysti Pyorakanta, Recruit: I cannot just stand by.  This might require an answer.
The broker punches the minotaur in the lower body with her left hand, bruising the fat and bruising the pancreas!
`shitkiller dep', Elite marksdwarf: I have a part in this.  There is no need to feel vengeful.
The recruit strikes the minotaur in the left lower arm with her (red steel pick), tearing the fat!
The minotaur strikes the peasant in the left lower leg with his (pig tail right glove), bruising the skin through the X(giant toad suede dress)X!
The elite marksdwarf punches the minotaur in the lower body with his left hand, bruising the fat!
The minotaur looks sick!
The recruit chops the minotaur in the left hand with his -silver hand axe-, tearing the muscle!
A sensory nerve has been severed!
The militia commander kicks the minotaur in the left hand with her left foot, bruising the muscle!
The force bends the left wrist!
The peasant punches the minotaur in the left upper leg with his left hand, tearing the skin and bruising the fat!
Palkki Nuolikarkea, militia commander: It's annoying.
The peasant punches the minotaur in the lower body with her right hand, tearing the skin and bruising the fat!
The minotaur misses the peasant!
Ibeta Espeteususu Aldur Kari, Minotaur: I have improved my armor.  That was satisfying.
The swan bites the minotaur in the right lower leg, tearing the skin and bruising the fat!
The swan latches on firmly!
The elite marksdwarf punches the minotaur in the right foot with his left hand, tearing the skin and bruising the fat!
The force twists the right ankle!
The recruit chops the minotaur in the left upper arm with his -silver hand axe-, tearing the muscle!
An artery has been opened by the attack!
The force bends the left shoulder!
The recruit strikes the minotaur in the right hand with her (red steel pick), tearing the muscle!
The (red steel pick) has lodged firmly in the wound!
The militia commander punches the minotaur in the upper body with her right hand, bruising the fat!
The minotaur loses hold of the (pig tail right glove).
The peasant kicks the minotaur in the left lower leg with his right foot, tearing the skin and bruising the fat!
The broker kicks the minotaur in the left lower leg with her left foot, tearing the skin and bruising the muscle!
The force bends the left knee!
The minotaur breaks the grip of the swan's beak on The minotaur's right lower leg.
Rotko Sormususva, Peasant: I have a part in this.  This might require an answer.
The peasant punches the minotaur in the left lower leg with her right hand, tearing the skin and bruising the fat!
The elite marksdwarf punches the minotaur in the lower body with his left hand, tearing the skin and bruising the fat!
Pysti Pyorakanta, Recruit: I have improved my mining.  That was satisfying.
Mela Alasinmetalli, broker: This is my fight too.  This might require an answer.
The minotaur attacks the peasant but He jumps away!
The recruit punches the minotaur in the left upper leg with his right hand, tearing the skin and bruising the fat!
The peasant kicks the minotaur in the right upper leg with his left foot, tearing the skin and bruising the fat!
The force bends the right hip!
The swan bites the minotaur in the right upper leg, tearing the skin and bruising the fat!
The minotaur attacks the peasant but He jumps away!
The recruit pulls on the embedded (red steel pick).
The recruit gains possession of the (red steel pick).
The militia commander kicks the minotaur in the right lower arm with her left foot, tearing the skin and bruising the fat!
The force bends the right elbow!
The peasant punches the minotaur in the right foot with his right hand, bruising the muscle!
The peasant punches the minotaur in the right lower arm with her right hand, bruising the fat!
Keihas Viininuoli, Peasant: I feel very uneasy.
The elite marksdwarf punches the minotaur in the lower body with his right hand, bruising the fat!
The broker punches the minotaur in the lower body with her right hand, bruising the fat!
The swan bites the minotaur in the thumb, left hand, tearing the skin and bruising the muscle!
The swan latches on firmly!
The recruit punches the minotaur in the left foot with his left hand, bruising the fat!
The force bends the left ankle!
The recruit strikes the minotaur in the right hand with her (red steel pick), chipping the bone!
A motor nerve has been severed, a ligament has been torn and a tendon has been torn!
The (red steel pick) has lodged firmly in the wound!
The force bends the right wrist!
The minotaur passes out from exhaustion.
Palkki Nuolikarkea, militia commander: This is confusing.
The wrestler kicks the minotaur in the right upper arm with his left foot, bruising the muscle!
The force twists the right shoulder!
Verkko Tyokalukirkas, Recruit: It's annoying.
The militia commander punches the minotaur in the head with her left hand, tearing the skin and bruising the fat!
The force bends the neck!
The swan shakes the minotaur around by the thumb, left hand, tearing apart the thumb, left hand's skin and denting the fat!
The recruit chops the minotaur in the head with his -silver hand axe-, tearing the muscle!
The force bends the neck!
The recruit pulls on the embedded (red steel pick).
The recruit gains possession of the (red steel pick).
The peasant punches the minotaur in the head with his left hand, but the attack glances away!
The force pulls the neck!
The swan shakes the minotaur around by the thumb, left hand, tearing apart the thumb, left hand's skin and denting the fat!
The peasant punches the minotaur in the head with her right hand, but the attack glances away!
The force pulls the neck!
The broker punches the minotaur in the head with her right hand, bruising the muscle!
The force pulls the neck!
The swan bites the minotaur in the head, denting the muscle!
The swan latches on firmly!
The elite marksdwarf punches the minotaur in the head with his left hand, bruising the muscle!
The minotaur looks sick!
The force pulls the neck!
Pysti Pyorakanta, Recruit: I have improved my observation.  That was satisfying.
Keihas Viininuoli, Peasant: I've been injured badly.  This has shaken me.
The recruit strikes the minotaur in the head with her (red steel pick), tearing the muscle, tearing the brain connections and tearing the cerebellum!
The (red steel pick) has lodged firmly in the wound!
The force pulls the neck!
`shitkiller dep', Elite marksdwarf: I'm uneasy.
The militia commander punches the minotaur in the head with her right hand, but the attack glances away!
The force bends the neck!
The peasant punches the minotaur in the head with her right hand, but the attack glances away!
The force twists the neck!
The wrestler punches the minotaur in the head with his right hand, but the attack glances away!
The force pulls the neck!
The peasant punches the minotaur in the head with his left hand, but the attack glances away!
The force twists the neck!
The recruit chops the minotaur in the head with his -silver hand axe-, tearing the muscle!
The force pulls the neck!
The broker punches the minotaur in the head with her right hand, bruising the muscle, bruising the brain connections!
The force twists the neck!
The swan shakes the minotaur around by the head!
The elite marksdwarf punches the minotaur in the head with his left hand, but the attack glances away!
The force bends the neck!
The recruit pulls on the embedded (red steel pick).
The recruit gains possession of the (red steel pick).
The peasant punches the minotaur in the head with her right hand, but the attack glances away!
The force pulls the neck!
The marksdwarf bayonets the minotaur in the head with her (red steel crossbow), tearing apart the muscle and tearing the cerebellum!
The force twists the neck!
The swan shakes the minotaur around by the head!
The wrestler punches the minotaur in the head with his left hand, but the attack glances away!
The force bends the neck!
The militia commander punches the minotaur in the head with her left hand, but the attack glances away!
The force bends the neck!
The recruit strikes the minotaur in the head with her (red steel pick), tearing apart the muscle, chipping the skull and tearing the cerebrum!
A tendon in the skull has been torn!
The minotaur looks sick!
The (red steel pick) has lodged firmly in the wound!
Title: Re: [47.04] OldGenesis mod - civs, crafts, leathers, logs,monsters,alchemy, bushfire
Post by: TomiTapio on May 12, 2020, 06:47:52 am
Hi readers!
Announcements.txt setup that you fort mode players can try:
A_D means display in adv mode, D_D means display in dwarffort mode.

Spoiler (click to show/hide)
Title: Re: [47.04] OldGenesis mod - civs, crafts, leathers, logs,monsters,alchemy, bushfire
Post by: TomiTapio on May 13, 2020, 07:02:49 am
Argh a FROST WYRM, so strong, killed 40 of 47 dorfs.

Spoiler (click to show/hide)
Title: Re: [47.04] OldGenesis mod - civs, crafts, leathers, logs,monsters,alchemy, bushfire
Post by: TomiTapio on May 14, 2020, 02:18:31 pm

Ironhand version and ASCII version
of OldGenesis 47.04d (May) is now availabe:
http://dffd.bay12games.com/who.php?id=1538

And back to Fallout76 eternal grind (and meet randos, buy, sell, find legendaries)


Oh right, one can post a changelog. It's been a while.. since... start... of... March... oooff..
Chang-e log:
Spoiler (click to show/hide)
Title: Re: [47.04d May ver] OldGenesis mod - civs, crafts, leathers, logs,monsters,bushfire
Post by: TomiTapio on May 17, 2020, 03:14:23 pm
OldGenesis with Old-Phoebus tiles (pre minecart rails, I can't be arsed) is here!

http://dffd.bay12games.com/file.php?id=15080
Title: Re: [47.04d May ver] OldGenesis mod - civs, crafts, leathers, logs,monsters,bushfire
Post by: TomiTapio on May 24, 2020, 10:21:21 am
49 to 59 people have downloaded the newest OldGenesis release. Cheers everyone.
My uploads: http://dffd.bay12games.com/who.php?id=1538

Some OldGenesis screenshots on twitter: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image

Title: Re: [47.04d May ver] OldGenesis mod - Leathers & Logs, Bushfires & Beastmen
Post by: TomiTapio on May 31, 2020, 04:35:18 pm
TPS (simulation ticks per second) boosting tip for OldGenesis users and everyone:

Why do you need to wall off cleaned shafts?

Fps mainly, I used to play dwarf fortress on and off for 2 years now and every single time my fort would get bogged down to 3 fps within 5 years. Did some research and seems like main offender is pathfinding, specifically cleaned out z levels with added 31x31 stockpiles in them ( 961 possible hauling jobs per tick x however many stockiples I set as " Everything pile, just dump it all here " hurray! ).
I know about traffic zones but it's safer to simply block access so pathfinding algorithm doesn't have to calculate it. If you want a cheatier way, you can also create rock walls with dfhack tiletypes followed by revflood on the fortress side. It also turns the area to unexplored.

Playing mainly with 2x2 embarks and generously abusing quantum stockpiles atm. 50 year old fort with 170 dwarves. Fps go down to 20 only when 3 different caravans are in with their 100 traders, other times it's a respectable 40.
Title: Re: [47.04d May ver] OldGenesis mod - Leathers & Logs, Bushfires & Beastmen
Post by: TomiTapio on June 07, 2020, 02:04:56 pm
.
One fort season (100800 ticks) is: 67 minutes at 25 tps,
34 minutes at 50 tps,
17 minutes at 100 tps.

Fort mode walking: 33600 ticks per month.
Average dwarf walks 120 tiles/day (day is 1200 ticks), 840 tiles/week.
That's 1848 m/week, 264 m/day. Assuming 2.2m wide tiles.
Title: Re: [47.04d May ver] OldGenesis mod - Leathers & Logs, Bushfires & Beastmen
Post by: TomiTapio on June 19, 2020, 07:09:27 pm
my region10 managed to crash DF twice today. Two different forts. Hasn't happened much in previous weeks.
Remember to have seasonal autosave on.

Latest OldGenesis has been downloaded by about 125 fortressers. Thanks guys.
Title: Re: [47.04d May ver] OldGenesis mod - Leathers & Logs, Bushfires & Beastmen
Post by: ArgosVI on June 23, 2020, 04:44:51 pm
Hi! I'm trying to mod-in your megabeasts onto my vainilla game, and maybe other creatures. Don't know if it is a reasonable thing to ask but... Specifically, would you tell me what do I need to do to make frost wyrms use their breath attack? I've already copied the megabeast raw and they doesn't seem to use it in test mode. I only understand a thing or two from raws, and I know that they use the tags LOCAL_CREATURE_MAT:ICEBREATH:TRAILING_VAPOR_FLOW. Is ICEBREATH a modded tag? In which raw is it?
I hope I am not too bothersome with this request!
Thanks in advance!
Title: Re: [47.04d May ver] OldGenesis mod - Leathers & Logs, Bushfires & Beastmen
Post by: TomiTapio on June 23, 2020, 05:48:30 pm
I only understand a thing or two from raws, and I know that they use the tags LOCAL_CREATURE_MAT:ICEBREATH:TRAILING_VAPOR_FLOW. Is ICEBREATH a modded tag? In which raw is it?
I hope I am not too bothersome with this request! Thanks in advance!
*uses code editor's "find string in many files" feature*
ah, the frost wyrm has [USE_MATERIAL_TEMPLATE:ICEBREATH:COLDBREATH_TEMPLATE], so the material is not inside the creature.

it's in material_template_faerun,
Spoiler (click to show/hide)
you could add it to the end of vanilla's material_template_default.txt.

Thanks for downloading OldGenesis!

ps. I quite like my Pekyt, the cave sheep that has rhino-hide instead of wool. And the goblin adventurer creature. Faedog, meh, too rare.
The dog breeds might be good for copying over, mastiff bulldog spaniel.
this reminds me, I should make the wandering human monk monsters more frequent. Baldur monk, duki monk, tangparral monk.
Title: Re: [47.04d May ver] OldGenesis mod - Leathers & Logs, Bushfires & Beastmen
Post by: ArgosVI on June 23, 2020, 06:16:11 pm
I only understand a thing or two from raws, and I know that they use the tags LOCAL_CREATURE_MAT:ICEBREATH:TRAILING_VAPOR_FLOW. Is ICEBREATH a modded tag? In which raw is it?
I hope I am not too bothersome with this request! Thanks in advance!
*uses code editor's "find string in many files" feature*
ah, the frost wyrm has [USE_MATERIAL_TEMPLATE:ICEBREATH:COLDBREATH_TEMPLATE], so the material is not inside the creature.

it's in material_template_faerun,
Spoiler (click to show/hide)
you could add it to the end of vanilla's material_template_default.txt.

Thanks for downloading OldGenesis!

ps. I quite like my Pekyt, the cave sheep that has rhino-hide instead of wool. And the goblin adventurer creature. Faedog, meh, too rare.
The dog breeds might be good for copying over, mastiff bulldog spaniel.
this reminds me, I should make the wandering human monk monsters more frequent. Baldur monk, duki monk, tangparral monk.

Thanks a lot!
I eventually used notepad ++ and found COLDBREATH_TEMPLATE, but did not know if anything else was needed.
 I liked the Pekyt! So, in the game it goes. Maybe the goblin creature so I can tinker with it a little. If you are in the mood: Any other recommendation?
Title: Re: [47.04d May ver] OldGenesis mod - Leathers & Logs, Bushfires & Beastmen
Post by: TomiTapio on June 24, 2020, 08:22:29 am
Well the minotaur has been tuned many times, and it has become my standard semimega to compare monster difficulty.
If a dragon/roc/thunderbird causes less deaths vs noob dorfs than a minotaur... boost the frikkin' megabeast.

Spoiler (click to show/hide)

cave beetle, cave turtle(deadly slow bite), cave croc, giant cave croc
Spoiler (click to show/hide)
Title: Re: [47.04d May ver] OldGenesis mod - Leathers & Logs, Bushfires & Beastmen
Post by: TomiTapio on July 05, 2020, 07:48:06 am
Elf Bard creature for those who don't have OldGenesis installed.

My militia squad just considered attacking the bardy boi.

Code: [Select]
[CREATURE:ELF_BARD] by TomiTapio 2020. Used Yeti(known to become poet guest) as template.
[DESCRIPTION:(size 70) An elegantly dressed elven wanderer, carrying several musical instruments and books and some nasty bread.]
[NAME:elf bard:elf bards:elf bard]
[CASTE_NAME:elf bard:elf bards:elf bard]
[CREATURE_TILE:'E'][COLOR:6:0:0]
[CREATURE_CLASS:MAMMAL]
[CHILD:18][BABY:1][MULTIPLE_LITTER_RARE]

[NATURAL]
[ALL_ACTIVE]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:GRASSLAND_TEMPERATE]

[LARGE_ROAMING][LARGE_PREDATOR]
[FREQUENCY:27][DIFFICULTY:1]

[POPULATION_NUMBER:1:4]
[CLUSTER_NUMBER:1:3] okay can have more than one lollygagging around.
[INTELLIGENT]
[LOCAL_POPS_PRODUCE_HEROES] --elf bard

[NATURAL_SKILL:DISCIPLINE:2] to fix cowardice
[MEANDERER]
[FANCIFUL]
[BONECARN]
[PREFSTRING:silly dances and prances]

[NATURAL_SKILL:WRESTLING:2]
[NATURAL_SKILL:DODGING:6] slippery dancer
[NATURAL_SKILL:GRASP_STRIKE:4] light jabs to opponent's nose.

[NATURAL_SKILL:SWORD:2]
[NATURAL_SKILL:SPEAR:2]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:3]
[NATURAL_SKILL:MELEE_COMBAT:1] low bard experience

[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:519:346:173:1900:2900] 51 kph biped
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:4732:4026:3327:1097:5922:7567] 8 kph   [SWIMS_INNATE]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:4732:4026:3327:1097:5922:7567] 8 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:4732:4026:3327:1097:5922:7567] 8 kph   [STANCE_CLIMBER][NATURAL_SKILL:CLIMBING:15]

[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[CASTE:MALE]
[MALE]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]

[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:300]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]

[CAN_DO_INTERACTION:PET_ANIMAL]
[CDI:ADV_NAME:Pet animal]
[CDI:USAGE_HINT:GREETING]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:VERB:pet:pets:pets]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET:B:TOUCHABLE]
[CDI:TARGET_RANGE:B:1]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:20]

[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:16000]
[BODY_SIZE:16:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:100:510]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:7]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[EQUIPS]

[PROFESSION_NAME:LASHER:halberdier:halberdiers]
[PROFESSION_NAME:MASTER_LASHER:elite halberdier:elite halberdiers]

[CANOPENDOORS]
[HOMEOTHERM:10067]
[SWIMS_INNATE]

[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AZURE:1]
[TLCM_NOUN:eyes:PLURAL]
Title: Re: [47.04d May ver] OldGenesis mod - Leathers & Logs, Bushfires & Beastmen
Post by: TomiTapio on July 07, 2020, 06:24:43 am
Heck, an ultra Ettin killed 96% of the dwarves I sent to fight it. Fort went from 55 citizens to 19!

Way too strong. We had like seven hero-class skill 5 warriors. Gotta nerf until Ettin is weaker than a dragon.
Title: Re: [47.04d May ver] OldGenesis mod - Leathers & Logs, Bushfires & Beastmen
Post by: TomiTapio on July 13, 2020, 04:32:45 am
Inod Udistilral, Herbalist cancels Gather Plants: Interrupted by a duck.
The flying {+rocktip bolt+} strikes the duck in the lower body, bruising the muscle and bruising the guts!
The duck is propelled away by the force of the blow!
The duck's right upper leg skids along the ground, bruising the muscle! The duck slams into an obstacle!
The duck stands up. The duck is no longer stunned.
*indignant duck sounds*
Title: Re: [47.04d May ver] OldGenesis mod - Leathers & Logs, Bushfires & Beastmen
Post by: TomiTapio on July 20, 2020, 12:29:46 pm
In previous fort, one merc or visitor managed to slay a Red Dragon while citizens cowered in the home rooms!
Spoiler (click to show/hide)

In current OldGenesis Ironhand-tiles fort, low wealth, 17 citizens, game crashed while I was not looking.

Edit: crashed again. Not sure if seasonal write-save crash or other crash.
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Demon squads
Post by: TomiTapio on August 03, 2020, 06:34:51 pm
We have a glacier fort with cobaltite, 340k wealth, 45 citizens.

Four goblin squad came "sieging". They were morons and fought SIX MAMMOTHS. Result: Two quite hurt mammoths and four dead goblins.

My forts often fall to a "forgotten beast who shoots fireball every 10 seconds".
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Demon squads
Post by: SLMNDR on August 10, 2020, 09:44:51 pm
When traveling around on a new world  in certain areas, I have been consistently crashing and getting this error (when I come within range of demons?):

*** Error(s) finalizing the entity DEMONS
Unrecognized entity creature token: DEMON

How could I go about solving this? the "entity_demons.txt" file is present, but I am going to try generating a world without it in the mean time. It should be noted that I have encountered an "earwig demon" with no issues aside from being torched.
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Demon squads
Post by: TomiTapio on August 12, 2020, 06:22:56 am
Demons got renamed, now their entity file starts

entity_deamons
[OBJECT:ENTITY]
[ENTITY:DEAMONS]
   [CREATURE:DEAMON1]

maybe you have old entity_demon.txt file still there, alongside entity_deamons.txt.
Title: OG rocks
Post by: axemangeorge on August 14, 2020, 12:56:58 pm
Just wanted to jump in and say I've been playing this for a while and REALLY enjoying it -- fantastic work!!
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Demon squads
Post by: TomiTapio on August 18, 2020, 07:56:29 pm
Thanks! There's still lots of stuff on the to-do list, but I have no inspiration.
I play OldGenesis about 20 minutes every day, this year.

Next release has accumulated only 5 tweaks so far:
Spoiler (click to show/hide)
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Demon squads
Post by: TomiTapio on September 02, 2020, 04:44:15 am
.
Almost 300 downloads on the latest OldGenesis versions, nice.
https://dffd.bay12games.com/who.php?id=1538
.
Screenshots of OldGenesis on the Twitter hashtag: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
.
Art and comics tagged with Dwarf Fortress, on deviantArt site: https://www.deviantart.com/tag/dwarffortress
,
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Demon squads
Post by: TomiTapio on September 09, 2020, 08:03:17 am
A fight with a tuned non-giant CAVE CROC:

Spoiler (click to show/hide)
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Demon squads
Post by: TomiTapio on October 23, 2020, 06:35:43 am
Uploaded my current Ironhand-OldGneissesis world, Reh Gion Thi Riteen, with ten forts played. Enjoy. And prepare for bushfires and Blind Cave Ogres.
https://dffd.bay12games.com/file.php?id=15266
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Demon squads
Post by: TomiTapio on November 03, 2020, 09:39:13 pm
That's an odd "invading army". Two dusk elves, three Goblin Adventurers.
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Demon squads
Post by: axemangeorge on November 07, 2020, 10:55:08 pm
Uploaded my current Ironhand-OldGneissesis world, Reh Gion Thi Riteen, with ten forts played. Enjoy.

Yeah, about that -- there's a swarm of trembling, multi-amputee, PTSD-raddled refugee-migrants dragging themselves through the mud to hammer on the gates and wail for succor...

(What in Armok's name did you do to Depcrip SMIT Trancehammers?)
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Demon squads
Post by: TomiTapio on November 10, 2020, 10:39:11 pm
Just...
normal cave activities... umber hulks, cave trolls, green devourers, we get a lot of cripples. We don't put Supreme Trap Corridors, traps are too strong.
First someone, like this SMITH, becomes depressed, and gets punished for crimes -- more broken limbs.

Oh out of water, cancel hospital, those who can walk go get ale. Ones wailing in hospital after it's undesignated, are clearly Crip and named so, and should be removed from the Four Squads (initial seven, metalarmor skilled, leatherarmor skilled, archers)

ps. there is nerve regeneration in OldGenesis, unlike vanilla. ([HEALING_RATE:14000] --very custom, cripples regen.)

pps. OG dwarves' stress params have been fine-tuned, towards "6% of fort needs comforting rooms". And cheapest alcohols, like turnip swill and radish swill, don't give happiness.   
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Demon squads
Post by: axemangeorge on November 14, 2020, 02:39:05 pm
Just...
normal cave activities... umber hulks, cave trolls, green devourers, we get a lot of cripples. We don't put Supreme Trap Corridors, traps are too strong.
First someone, like this SMITH, becomes depressed, and gets punished for crimes -- more broken limbs.

Oh out of water, cancel hospital, those who can walk go get ale. Ones wailing in hospital after it's undesignated, are clearly Crip and named so, and should be removed from the Four Squads (initial seven, metalarmor skilled, leatherarmor skilled, archers)

That "out of water, cancel hospital" is a GREAT idea!

I just saw something I've never seen before: one of those super-minotaurs charged onto the map while an Orcish caravan was at the trading post... Minotaur charged into the orcs, smashed a few of them into the ground, then passed out from exhaustion and subsequently totally butchered by -black steel katana- and *sun gold curved pike* strikes.

Now here's the crazy part: the caravan stayed and finished trading!!! I've NEVER seen a caravan not bail out after suffering an attack. The orcs just deployed, chopped up the bad guy, wiped the steaming minotaur blood out of their eyes, and went back to haggling with my (presumably nauseated) broker who saw the whole thing.

We did NOT try to seize any of their goods.
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Demon squads
Post by: TomiTapio on December 05, 2020, 02:35:47 am
Five Groblins attack!
Maceman, criminal, criminal, criminal, beast hunter. They have cobalt boots, iron chain leggings, and bronze spiked maces. Cobalt kettle hats.

We whistle and bang the pots, so out tame animals know to leave the pasture and come to the inn.
Four sheep and two yaks fall to the invaders. Teeth and hooves go flying.
Total 18 animals lost. Groblins fall to our axes and stabby crossbows.

The most traumatized citizens are excused from hauling duties.
Melt excess anvils, and enemy maces. This is a lead and copper site.
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Gobbo civs
Post by: TomiTapio on December 10, 2020, 09:21:17 am
A Mind Flayer representative (elite wrestler) was probably the one that stole the artifact.
He/she later did punching and vandalism, and was struck down by the squads.

Oh, there's a Dehmon merchant, wearing only a thumb ring, trousers, cape. Warrior, listening to poetry.

Five orcs try to siege us; we lost a crossbowdwarf and another.
Title: Re: [47.04d May] OldGenesis vanillalike - Leathers & Logs, Bushfires & Gobbo civs
Post by: TomiTapio on January 09, 2021, 11:52:36 am
I uploaded a 47.04dplus Ironhand-tiles world, nothing played on it yet,

BUT it has lots of necro towers for your ribbed challenge pleasure. Worst embark location has SIX towers.

https://dffd.bay12games.com/file.php?id=15376
Title: Re: [47.04d] OldGenesis epicmod - Good Gob Bad Gob, Noble Orc Ruff Orc
Post by: TomiTapio on January 19, 2021, 07:07:49 am
Ooh that's a rare migrant!
Sodel Biteflags, shroom dwarfette weaver necromancer.
Dreams of ruling the world. Meager with social.

Screenshot: https://twitter.com/Tomi_Tapio/status/1351501524078391296 
More screenshots by searching with OldGenesis tag: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image

Hey a DEEP CROW comes. Skilled squads, go hit it. Oops where did those five reanimated corpses come from? Sodeeeeelllll!!
A bushfire starts. 6 ticks-per-second here we go. This is why one builds the trade depot from imported marble. 
Title: Re: [47.04d] OldGenesis epicmod - Good Gob Bad Gob, Noble Orc Ruff Orc
Post by: TomiTapio on January 22, 2021, 06:59:00 am
"Intruders! Drive them away!"
* three necromancers appear, fart in our general direction, and leave. *

*many months later*
a lone Goblin Adventuress [wildlife] appears, starts a fight, and our Legendary Doctor is dead.
Title: Re: [47.04d] OldGenesis epicmod - Good Gob Bad Gob, Noble Orc Ruff Orc
Post by: TomiTapio on February 01, 2021, 12:39:43 pm
.
I just checked the DF 47.05 raws-folder and data-folder changes, using WinMerge code comparison tool.
No significant changes. Just copy the DF executable and data/index file to your OldGenesis installation and you're good to go.

Here's the brand-new 47.05a OldGenesis Ironhand release:
https://dffd.bay12games.com/file.php?id=15392

Changelog:
Code: [Select]
Creatures:
- rabbits run faster now, at fox speed 64 kph.
- creeping eye was way too rare, 12 freq. Now 80 freq.
- troglodyte attacks are faster; brute fury.
- forest cat kitten renamed to forest kitten.
- a Thunderbird was mostly uselesss versus lambs and rams. Skills boosted.
- a,b,c snapping turtle prices adjusted.
- coyote pup sprite's purple fixed.
- tiger boosted a little.
- yeti and sasquatch attack faster.
- giant floater nerfed some, was way deadlier than ogre or tiger or ettin.
- molemarians given rank-2 fighting skills, had none.
- deep crow boosted.
- air mephit reduced once again, too deadly for a mephit, deadlier than many FBs.

Other:
- the three coal minerals, made slightly rarer.
- REMEMBER; must build large stationary instruments (b-I), in inn or temple. Not in library hehe.
- mint tea value up, was under 40 per barrel. 3->7.
- black steel and red steel value up.
- name of sterling silver shortened to "ling silver", too long for UI.
- bark strips reaction includes leggings.
- galena ore gives fewer units.
- error: sun gold spiked mace to pekyt(hard-skinned cave sheep) leg: only bruises muscle. Spiked mace boosted.
Title: Re: [47.05a] OldGenesis vanillay mod - 3 Gob civ, 2 Orc civ, stress
Post by: TomiTapio on February 03, 2021, 12:42:30 pm
.
I have merged and uploaded the Phoebus-tiles version:
https://dffd.bay12games.com/file.php?id=15399
World included, 830 dorfs in world, five ruins to reclaim.
Title: Re: [47.05a] OldGenesis vanillay mod - 3 Gob civ, 2 Orc civ, stress
Post by: TomiTapio on February 05, 2021, 05:03:40 pm
.
We got 31 downloads so far, loyal oldgenesisorers... Thanks.
Title: Re: [47.05a] OldGenesis vanillay mod - 3 Gob civ, 2 Orc civ, stress
Post by: TomiTapio on February 06, 2021, 11:53:19 am
.
ASCII tiles version is here, and with two premade worlds for easy adventuring.
https://dffd.bay12games.com/file.php?id=15402
Title: Re: [47.05a] OldGenesis vanillay mod - 3 Gob civ, 2 Orc civ, stress
Post by: TomiTapio on February 09, 2021, 07:57:56 pm
Wat the heck, a GOBLIN ADVENTURER is kicking our bulldog, owl, and dog (5 pages of log)

ps. 43 to 48 users have downloaded the latest OldGenesis.
Title: Re: [47.05a] OldGenesis vanillay mod - 3 Gob civ, 2 Orc civ, stress
Post by: TomiTapio on February 11, 2021, 09:27:56 am
It happened. A mercenary came to join, in 47.05 version. (orc maceman)
Title: Re: [47.05a] OldGenesis vanillay mod - 3 Gob civ, 2 Orc civ, stress
Post by: TomiTapio on February 13, 2021, 10:04:23 am
.
Problem! No-one is unhappy, even after 15+ dwarves died to four umber hulks. Blood spatter syndromes should have distressed them, and ally corpse seeing.
.
New Ironhand version is released, should be better happy/unhappy balance. And less "Umber hulk killed eight hero-class dorfs".
https://dffd.bay12games.com/file.php?id=15412
You can copy the material_template_default.txt to your ascii or Phoebus tiles raws and into current save's raws. (close game before edit save.)
.
.
Code: [Select]
2021-02-02: OldGenesis version 47.05a

Creatures:
- rabbits run faster now, at fox speed 64 kph.
- creeping eye was way too rare, 12 freq. Now 80 freq.
- troglodyte attacks are faster; brute fury.
- forest cat kitten renamed to forest kitten.
- a Thunderbird was mostly uselesss versus lambs and rams. Skills boosted.
- a,b,c snapping turtle prices adjusted.
- coyote pup sprite's purple fixed.
- tiger boosted a little.
- yeti and sasquatch attack faster.
- giant floater nerfed some, was way deadlier than ogre or tiger or ettin.
- molemarians given rank-2 fighting skills, had none.
- deep crow boosted.
- air mephit reduced once again, too deadly for a mephit, deadlier than many FBs.

Other:
- the three coal minerals, made slightly rarer.
- REMEMBER; must build large stationary instruments (b-I), in inn or temple. Not in library hehe.
- mint tea value up, was under 40 per barrel. 3->7.
- black steel and red steel value up.
- name of sterling silver shortened to "ling silver", too long for UI.
- bark strips reaction includes leggings.
- galena ore gives less.
- error: sun gold spiked mace to pekyt leg: only bruises muscle. Spiked mace boosted.

---------------------------------------------------
2021-02-13: OldGenesis version 47.05b

- muscles bleed a bit more (27 to 31). Fat bleeds more.
- blood spatter stress increased and alcohol happy decreased, due to dorfs being too happy.

Creatures:
- ghouls changed from 40kph run to 20kph run.
- Umber Hulk reduction, they should not be demigods that defeat 8 skilled dorfs.

Civs:
- banditry to zero in many civs.
Title: Re: [47.05a] OldGenesis vanillay mod - 3 Gob civ, 2 Orc civ, stress
Post by: FantasticDorf on February 13, 2021, 03:00:56 pm
It happened. A mercenary came to join, in 47.05 version. (orc maceman)

Call it a hunch, but like how scholars are directly attributed to societal knowledge-seeking values took to new heights by especially geeky citizens creating lots of scholars, i do think the same can be said for the willingness to join mercenary orders if they value martial pursuits, honor and all that jazz (not a exact df-science terms) depending on home cultural values.

But that's only anecdotal, i've seen babysnatcher orcs in my own modifications ally and bond with perfectly mundane variable-value humans in mutual interest of being mercenaries to join the wrong-side of a anti-clown dwarf-elf alliance before. That was a very strange world.
Title: Re: [47.05b] OldGenesis mod - stress rebalance edition 05b
Post by: TomiTapio on February 16, 2021, 02:47:05 am
Puzzle to solve: what is the blank-named edible thing
in trade dialogue, after hazel nuts and elm samaras*, but before acorns**?
Stack weight under 1 gamma(kilo), basic value 5.
Anyone?

* plant_trees_oldgen.txt ELM
** plant_standard.txt OAK
Title: Re: [47.05b] OldGenesis mod - stress rebalance edition 05b
Post by: TomiTapio on February 22, 2021, 07:26:50 am
Current fort happiness/stress number ranging from -11k to 17k. Still need a little bit more stress.
Title: Re: [47.05b] OldGenesis mod - stress rebalance being tuned
Post by: TomiTapio on February 23, 2021, 03:51:16 am
still tuning. editing alcohol syndromes of save's raws made a crash, of course.

Spoiler (click to show/hide)
Title: Re: [47.05b] OldGenesis mod - stress rebalance being tuned
Post by: TomiTapio on February 24, 2021, 09:03:58 am
Hooray, 9 of 47 citizens have stress. After alcohol tuning and some ghoul fights.
Rebalancing is almost complete. (alcohol happyboost became too much after removed ARGH I SAW A CORPSE vanilla feature)
One might have to start giving them rooms and best alcohol. And remove hauling from the stressed ones.
This is a RADISH SWILL drinks settlement.

Oops 6 dead of tantrums.

Spoiler (click to show/hide)
Title: Re: [47.05b] OldGenesis mod - stress rebalance being tuned
Post by: TomiTapio on February 26, 2021, 04:53:27 am
91 to 100 to 104 fps with 3x2 embark, 93 citizens, one (and only) cavern layer open, 47 livestock, 950 000 wealth. Not bad.
Dropped down to 11 fps with fire mephit in stone corridors.
(i5-4460 CPU at 3.2 GHz)

Ah bother, a 5-squad of goblins killed 15 of 94 dorfs. Including 3 iron-armor ones.
Only one unhappy dorf. Time to export our superfine wool robes.
Title: Re: [47.05c] OldGenesis mod - honk honk toot toot
Post by: TomiTapio on March 01, 2021, 06:58:39 pm
OldGneissesis 47.05c is here

Ironhand: https://dffd.bay12games.com/file.php?id=15444

ASCII including a world: https://dffd.bay12games.com/file.php?id=15445

Right, I can share a changelog also. Enjoy. Give a larger pasture to your grass-eaters. Toss a coin to your witcher.
Spoiler (click to show/hide)

- Screenshot of stress tuning success https://twitter.com/Tomi_Tapio/status/1366715982836887556
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on March 03, 2021, 09:36:52 pm

Phoebus version 47.05c, one world included.
https://dffd.bay12games.com/file.php?id=15453
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on March 04, 2021, 09:43:03 am
Tips for not-so-experienced ones:

j-m-q gauntlet [leather gauntlets are possible in OldGenesis]
j-m-q coar anvi [always need 2nd anvil, to Hammer Coarse Iron]
j-m-q coar cauld [cauldron for alchemy shop]
j-m-q coar bolt [most abundant metal for ammo]
j-m-q zinc toy
j-m-q fine roc
j-m-q fur
j-m-q finest
j-m-q best ??
j-m-q kitchen

ps. hooray, finally a proper enemy army. https://twitter.com/Tomi_Tapio/status/1367495430859329551
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on March 06, 2021, 08:24:51 pm
.
Idea get! Translucent rock carving.
"When cut in thin sheets, alabaster is translucent enough to be used for small windows."

Spoiler (click to show/hide)
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on March 10, 2021, 10:11:53 am
I have played Dwarf Fortress about 1008 hours plus minus 60 hours. Includes modding time and being on the DF forums.
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: Thatotherguy23 on March 12, 2021, 02:17:39 am
Haven't played this mod since before you made the current thread, looking exciting! I suppose I have a lot of reading changelogs ahead of me :o
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on March 15, 2021, 09:23:55 am
(promoting OldGen) Yet another world dawns... previous world crashed three times.

Code: [Select]
Civilized World Population
7429 Orcs
935 Nords
2517 Keepers
10455 Sylvan elves
9384 Dusk elves
3964 Dunedwellers
6839 Scavengers
134 Beastmen
14194 Centaurs
64 Deamons
4789 Kobolds
12235 Dwarves
2345 Goblins
2594 Goblines
141 Groblins
11 Illithids
9571 Snakemen

Total: 87601

Sites

1: Loveakaivos, "Notchedmine", cave
1 red dragon
5 helmet snakes
88 bats
73 spiders
2: Fumiisa, "The Least Shaft", cave
5 pekyts
47 cave fireflies
67 spiders
3: Lebovoena, "Washdeeps", cave
5 ratmen
54 bats
25 cave fireflies
4: Caverna Servus, "The Cave of Slaves", cave
2 thunderbirds
4 rabbits
55 bats
39 cave fireflies
5: Arquatusforamen, "The Jaundiced Holes", cave
4 spear-nosed bats
93 bats
39 cave fireflies
6: Mogukngogngo Ongkosm Sposlar, "Climaxmine the Clam of Rapidity", cave
5 cave beetles
35 cave fireflies
38 cave swallows
25 bats
7: Yathacafafi, "Shamefulgutter", cave
1 thunderbird
2 mud snakes
60 bats
72 spiders
42 cave fireflies
8: Exemplumumbra, "Patternshadows", cave
1 thunderbird
5 mud snakes
46 cave fireflies
9: Jainiburiximilto Ilugaldu, "Boneshells the Sandaled Spite", cave
1 hydra
3 pekyts
43 cave swallows
61 spiders
91 bats
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on March 20, 2021, 09:09:22 am
47.05d changelog so far
Spoiler (click to show/hide)
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on March 20, 2021, 09:30:30 am
hecking heck gets confusing when you have THREE NECROMANCERS AS CITIZENS.
Screenshot: https://twitter.com/Tomi_Tapio/status/1373280799420743681

Code: [Select]
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin spearman doomed zombie bites the posh dwarf trader doomed zombie in the upper body, tearing the fat and bruising the muscle and fracturing the middle spine's bone and bruising the nervous tissue!
The obsidian dwarf metalsmith doomed zombie kicks the grobliness Mace Lord doomed zombie in the head with his right foot, bruising the muscle!
The force pulls the neck, tearing apart the skin and denting the fat!
A tendon in the upper spine has been bruised!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie punches the stone dwarfette miner doomed zombie in the right upper leg with his left hand, bruising the muscle!
The brewer punches the grobliness Mace Lord doomed zombie in the left lower leg with her left hand, bruising the fat!

`Kik hero', Shield Dwarf Tanner doomed zombie has been found dead.
Uvash Cugganzaneg, Posh Dwarf Trader doomed zombie has been found dead.
Tirist Avuzbetan, Stone Dwarfette Miner doomed zombie has been found dead.
Erith Tulondeduk's corpse charges at the militia captain!
Erith Tulondeduk's corpse collides with the militia captain!
They tangle together and fall over!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!

The broker necromancer gestures!
The posh dwarf trader doomed zombie shudders and begins to move!
The shield dwarf tanner doomed zombie shudders and begins to move!
The stone dwarfette miner doomed zombie shudders and begins to move!
The shield dwarfette stonecrafter doomed zombie shudders and begins to move!
The gray beastman wrestler doomed zombie shudders and begins to move!

The militia captain stands up.
The posh dwarf trader doomed zombie punches the grobliness Mace Lord doomed zombie in the upper body with his left hand, bruising the muscle!
The gray beastman wrestler doomed zombie claws the shield dwarfette stonecrafter doomed zombie in the left lower leg, tearing the muscle!
The stone dwarfette miner doomed zombie punches `Smit mil''s corpse in the left lower leg with her left hand, bruising the muscle!
The force twists the left knee, bruising the muscle and bruising the muscle!
The shield dwarf tanner doomed zombie grabs the groblin maceman doomed zombie by the first finger, left hand with his right upper arm!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie grabs the shield dwarf tanner doomed zombie by the second finger, left hand with his left upper leg!

The militia captain chops Erith Tulondeduk's corpse in the lower body with his (+red steel hand axe+), tearing apart the muscle and spilling her rotten guts!
Erith Tulondeduk's corpse punches the militia captain in the right upper leg with her right hand, bruising the fat through the (-pig tail cape-)!
The groblin spearman doomed zombie scratches the posh dwarf trader doomed zombie in the left lower arm, tearing the fat and bruising the bone!

The brewer punches the grobliness Mace Lord doomed zombie in the right lower arm with her left hand, bruising the muscle!

Moldath Satast, Weaver: Our time in The Absolute Plane is so brief...  This does not scare me.
Uvash Cugganzaneg, Posh Dwarf Trader doomed zombie has been found dead.

The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie punches the shield dwarf tanner doomed zombie in the lower body with his right hand, bruising the muscle and bruising the guts!
`Smit mil''s corpse punches the stone dwarfette miner doomed zombie in the left hand with her left hand, bruising the skin!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
`Uri hero', Shield Dwarfette Stonecrafter doomed zombie has been found dead.
The obsidian dwarf metalsmith doomed zombie kicks the grobliness Mace Lord doomed zombie in the head with his left foot, bruising the muscle and bruising the brain connections!
The force bends the neck, tearing apart the skin and bruising the fat!

The gray beastman wrestler doomed zombie claws the groblin maceman doomed zombie in the head, tearing the muscle!
The posh dwarf trader doomed zombie punches the grobliness Mace Lord doomed zombie in the right upper leg with his left hand, bruising the muscle!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The brewer punches the grobliness Mace Lord doomed zombie in the left upper leg with her right hand, bruising the skin!
The groblin maceman doomed zombie punches the gray beastman wrestler doomed zombie in the upper body with his left hand, tearing apart the skin and bruising the heart!

The broker necromancer vomits.
The militia captain chops Erith Tulondeduk's corpse in the left upper leg with his (+red steel hand axe+) and the severed part sails off in an arc!
Erith Tulondeduk's corpse punches the militia captain in the lower body with her right hand, bruising the fat through the (-pig tail cape-)!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!

The broker necromancer gestures!
The posh dwarf trader doomed zombie shudders and begins to move!
The shield dwarf tanner doomed zombie shudders and begins to move!
The stone dwarfette miner doomed zombie shudders and begins to move!
The shield dwarfette stonecrafter doomed zombie shudders and begins to move!
The gray beastman wrestler doomed zombie shudders and begins to move!

The groblin spearman doomed zombie scratches the posh dwarf trader doomed zombie in the upper body, tearing the fat and bruising the muscle and bruising the middle spine's bone!
The gray beastman wrestler doomed zombie bites the groblin maceman doomed zombie in the right upper leg, tearing the muscle!
The stone dwarfette miner doomed zombie punches `Smit mil''s corpse in the right lower arm with her right hand, bruising the muscle!
The force bends the right elbow, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been sprained and a tendon has been strained!
The groblin maceman doomed zombie grabs the shield dwarfette stonecrafter doomed zombie by the thumb, left hand with his right lower arm!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie punches the shield dwarf tanner doomed zombie in the right lower leg with his left hand, bruising the muscle!
`Leathh mil', militia captain: I was attacked by the dead.  I am not upset by this.
The shield dwarfette stonecrafter doomed zombie punches the groblin maceman doomed zombie in the left lower leg with her right hand, bruising the muscle!
The force pulls the left knee, bruising the muscle and the bone and bruising the muscle and the bone!
A ligament has been bruised and a tendon has been bruised!
The obsidian dwarf metalsmith doomed zombie misses the grobliness Mace Lord doomed zombie!
The groblin maceman doomed zombie punches the shield dwarfette stonecrafter doomed zombie in the lower body with his left hand, bruising the muscle and bruising the right kidney!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The militia captain chops Erith Tulondeduk's corpse in the right foot with his (+red steel hand axe+) and the severed part sails off in an arc!
`Smit mil''s corpse misses the stone dwarfette miner doomed zombie!
The posh dwarf trader doomed zombie punches the grobliness Mace Lord doomed zombie in the left upper arm with his right hand, bruising the muscle!
The brewer punches the grobliness Mace Lord doomed zombie in the left hand with her left hand, bruising the skin!
The gray beastman wrestler doomed zombie attacks the groblin maceman doomed zombie but He scrambles away!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie punches the stone dwarfette miner doomed zombie in the left lower leg with his left hand, bruising the muscle!
The groblin maceman doomed zombie scratches the gray beastman wrestler doomed zombie in the left eye, tearing it!
Uvash Cugganzaneg, Posh Dwarf Trader doomed zombie has been found dead.
`Kik hero', Shield Dwarf Tanner doomed zombie has been found dead.
Tirist Avuzbetan, Stone Dwarfette Miner doomed zombie has been found dead.
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
Erith Tulondeduk's corpse attacks the militia captain but He jumps away!
The brewer punches the grobliness Mace Lord doomed zombie in the left lower arm with her left hand, bruising the fat!
The broker necromancer retches.
The posh dwarf trader doomed zombie punches the grobliness Mace Lord doomed zombie in the right upper arm with his left hand, bruising the muscle!
The obsidian dwarf metalsmith doomed zombie kicks the grobliness Mace Lord doomed zombie in the lower body with his right foot, bruising the muscle and bruising the guts!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
`Uri hero', Shield Dwarfette Stonecrafter doomed zombie has been found dead.
The broker necromancer gestures!
The posh dwarf trader doomed zombie shudders and begins to move!
The shield dwarf tanner doomed zombie shudders and begins to move!
The stone dwarfette miner doomed zombie shudders and begins to move!
The shield dwarfette stonecrafter doomed zombie shudders and begins to move!
The gray beastman wrestler doomed zombie shudders and begins to move!
The militia captain chops Erith Tulondeduk's corpse in the lower body with his (+red steel hand axe+), tearing apart the muscle!
The (+red steel hand axe+) has lodged firmly in the wound!
The groblin spearman doomed zombie scratches the posh dwarf trader doomed zombie in the right upper arm, tearing the fat and bruising the bone!
Uvash Cugganzaneg, Posh Dwarf Trader doomed zombie has been found dead.
The shield dwarfette stonecrafter doomed zombie punches the groblin maceman doomed zombie in the lower body with her right hand, bruising the fat and bruising the pancreas!
The stone dwarfette miner doomed zombie punches the groblin maceman doomed zombie in the right lower arm with her left hand, bruising the fat!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie punches the stone dwarfette miner doomed zombie in the upper body with his left hand and the injured part collapses!
Tirist Avuzbetan, Stone Dwarfette Miner doomed zombie has been found dead.
The brewer punches the grobliness Mace Lord doomed zombie in the right lower arm with her left hand, bruising the fat!
The gray beastman wrestler doomed zombie bites the groblin maceman doomed zombie in the left lower arm, fracturing the bone!
The gray beastman wrestler doomed zombie latches on firmly!
The shield dwarf tanner doomed zombie punches the groblin maceman doomed zombie in the right lower arm with his left hand, bruising the muscle!
The posh dwarf trader doomed zombie punches the grobliness Mace Lord doomed zombie in the upper body with his right hand, bruising the muscle!
The groblin maceman doomed zombie punches the gray beastman wrestler doomed zombie in the left lower arm with his left hand, fracturing the bone!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
Erith Tulondeduk's corpse punches the militia captain in the left eyelid with her right hand, bruising the skin through the (-pig tail cape-)!
The force pulls the head, tearing apart the hair and bruising the skin!
The shield dwarfette stonecrafter doomed zombie punches the groblin maceman doomed zombie in the left foot with her right hand, bruising the muscle!
The force bends the left ankle!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie punches the shield dwarfette stonecrafter doomed zombie in the left lower arm with his left hand, fracturing the bone!
Litast Vamokfath, broker necromancer: This is my fight too.  There is no need to feel vengeful.
The militia captain pulls on the embedded (+red steel hand axe+).
The militia captain gains possession of the (+red steel hand axe+).
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The flying {+cherry bolt+} strikes Erith Tulondeduk's corpse in the guts, tearing it!
The groblin maceman doomed zombie grabs the shield dwarf tanner doomed zombie by the left hand with his right upper leg!
The shield dwarf tanner doomed zombie's attack is interrupted!
The obsidian dwarf metalsmith doomed zombie kicks the grobliness Mace Lord doomed zombie in the right foot with his left foot, bruising the muscle!
The force twists the right ankle!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The brewer punches the grobliness Mace Lord doomed zombie in the neck with her left hand, bruising the fat!
The broker necromancer gestures!
The posh dwarf trader doomed zombie shudders and begins to move!
The shield dwarfette stonecrafter doomed zombie shudders and begins to move!
The gray beastman wrestler doomed zombie shudders and begins to move!
The posh dwarf trader doomed zombie punches the grobliness Mace Lord doomed zombie in the left upper arm with his right hand, bruising the skin!
The groblin maceman doomed zombie punches the shield dwarf tanner doomed zombie in the upper body with his right hand, bruising the muscle and shattering the left true ribs!
The militia captain is no longer stunned.
The militia captain chops Erith Tulondeduk's corpse in the right lower leg with his (+red steel hand axe+) and the severed part sails off in an arc!
The posh dwarf trader doomed zombie attacks the groblin spearman doomed zombie but He rolls away!
Erith Tulondeduk's corpse misses the militia captain!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
`Leathh mil', militia captain: I have improved my observation.  That was not satisfying.
The gray beastman wrestler doomed zombie claws the shield dwarfette stonecrafter doomed zombie in the left foot, tearing the muscle!
A sensory nerve has been severed!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin spearman doomed zombie kicks the posh dwarf trader doomed zombie in the lower body with his left foot, bruising the muscle and bruising the guts!
The posh dwarf trader doomed zombie punches the grobliness Mace Lord doomed zombie in the upper lip with his left hand and the injured part collapses!
The force bends the head, tearing apart the skin!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The militia captain chops Erith Tulondeduk's corpse in the upper body with his (+red steel hand axe+) and the injured part is cloven asunder!
A tendon in the middle spine has been torn!
The brewer punches the grobliness Mace Lord doomed zombie in the left lower leg with her right hand, bruising the muscle!
The force pulls the left knee!
The gray beastman wrestler doomed zombie claws the groblin maceman doomed zombie in the upper body, tearing apart the muscle and bruising the liver!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie grabs the gray beastman wrestler doomed zombie by the right upper arm with his right upper arm!
The groblin maceman doomed zombie punches the gray beastman wrestler doomed zombie in the upper body with his left hand!
The obsidian dwarf metalsmith doomed zombie kicks the grobliness Mace Lord doomed zombie in the left cheek with his right foot and the injured part collapses!
The force bends the head, tearing apart the skin and bruising the fat!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
Uvash Cugganzaneg, Posh Dwarf Trader doomed zombie has been found dead.
The broker necromancer gestures!
The posh dwarf trader doomed zombie shudders and begins to move!
The shield dwarf tanner doomed zombie shudders and begins to move!
The shield dwarfette stonecrafter doomed zombie shudders and begins to move!
The gray beastman wrestler doomed zombie shudders and begins to move!
The gray beastman wrestler doomed zombie claws the groblin maceman doomed zombie in the upper left back teeth and the lower lip is torn apart!
The force pulls the head, tearing apart the hair and bruising the fat!
The shield dwarf tanner doomed zombie punches the groblin spearman doomed zombie in the head with his left hand, bruising the muscle!
The force pulls the neck, tearing apart the skin!
The posh dwarf trader doomed zombie attacks the groblin spearman doomed zombie but He scrambles away!
The posh dwarf trader doomed zombie punches the grobliness Mace Lord doomed zombie in the left lower arm with his left hand, bruising the muscle!
The force twists the left elbow!
The groblin maceman doomed zombie punches the shield dwarfette stonecrafter doomed zombie in the right upper arm with his left hand, bruising the muscle!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
`Uri hero', Shield Dwarfette Stonecrafter doomed zombie has been found dead.
The groblin maceman doomed zombie punches the shield dwarf tanner doomed zombie in the left lower leg with his right hand, bruising the bone!
The brewer punches the grobliness Mace Lord doomed zombie in the lower body with her left hand, bruising the fat!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
Litast Vamokfath, broker necromancer: This is my fight too.  There is no need to feel vengeful.
The gray beastman wrestler doomed zombie claws the groblin maceman doomed zombie in the right lower arm, tearing the muscle!
The groblin maceman doomed zombie punches the gray beastman wrestler doomed zombie in the left lower leg with his left hand, fracturing the bone!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The posh dwarf trader doomed zombie misses the grobliness Mace Lord doomed zombie!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The obsidian dwarf metalsmith doomed zombie kicks the grobliness Mace Lord doomed zombie in the right upper leg with his left foot, bruising the skin!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The brewer punches the grobliness Mace Lord doomed zombie in the right upper arm with her right hand, bruising the fat!
The broker necromancer gestures!
The shield dwarf tanner doomed zombie shudders and begins to move!
The shield dwarfette stonecrafter doomed zombie shudders and begins to move!
The gray beastman wrestler doomed zombie shudders and begins to move!
The militia captain chops the grobliness Mace Lord doomed zombie in the left hand with his (+red steel hand axe+), tearing apart the muscle!
Many nerves have been severed!
The (+red steel hand axe+) has lodged firmly in the wound!
The shield dwarfette stonecrafter doomed zombie punches the groblin maceman doomed zombie in the lower body with her right hand, bruising the muscle and bruising the guts!
The shield dwarf tanner doomed zombie punches the groblin maceman doomed zombie in the right lower leg with his left hand, bruising the muscle!
The groblin maceman doomed zombie misses the shield dwarfette stonecrafter doomed zombie!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie grabs the shield dwarf tanner doomed zombie by the fourth toe, right foot with his left upper leg!
The gray beastman wrestler doomed zombie claws the groblin maceman doomed zombie in the left upper leg, tearing the muscle!
The force bends the left hip!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie punches the shield dwarfette stonecrafter doomed zombie in the right lower leg with his left hand, bruising the muscle!
The groblin maceman doomed zombie releases the grip of The groblin maceman doomed zombie's left upper leg on the shield dwarf tanner doomed zombie's fourth toe, right foot.
The shield dwarf tanner doomed zombie punches the groblin maceman doomed zombie in the left upper arm with his left hand, bruising the muscle!
The posh dwarf trader doomed zombie punches the grobliness Mace Lord doomed zombie in the left upper arm with his right hand, bruising the muscle!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie misses the shield dwarf tanner doomed zombie!
The brewer punches the grobliness Mace Lord doomed zombie in the left lower leg with her right hand, bruising the fat!
The force pulls the left knee!
The stray lamb stands up.
The militia captain pulls on the embedded (+red steel hand axe+).
The militia captain gains possession of the (+red steel hand axe+).
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The gray beastman wrestler doomed zombie bites the groblin maceman doomed zombie in the left lower arm, tearing the muscle!
The obsidian dwarf metalsmith doomed zombie kicks the grobliness Mace Lord doomed zombie in the right upper arm with his right foot, bruising the muscle!
The force twists the right shoulder!
The groblin maceman doomed zombie punches the gray beastman wrestler doomed zombie in the left paw with his left hand and the injured part collapses!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie punches the shield dwarf tanner doomed zombie in the left lower leg with his right hand, bruising the muscle!
The broker necromancer gestures!
The shield dwarf tanner doomed zombie shudders and begins to move!
The shield dwarfette stonecrafter doomed zombie shudders and begins to move!
The gray beastman wrestler doomed zombie shudders and begins to move!
The militia captain chops the grobliness Mace Lord doomed zombie in the left foot with his (+red steel hand axe+), tearing apart the muscle!
A motor nerve has been severed!
The gray beastman wrestler doomed zombie attacks the groblin maceman doomed zombie but He rolls away!
The shield dwarfette stonecrafter doomed zombie grabs the groblin maceman doomed zombie by the lower body with her right hand!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The shield dwarf tanner doomed zombie punches the groblin maceman doomed zombie in the right upper leg with his left hand, bruising the muscle!
The force bends the right hip!
The groblin maceman doomed zombie punches the gray beastman wrestler doomed zombie in the right paw with his left hand, jamming the bone through the right ankle's muscle and shattering the right ankle's bone!
The brewer punches the grobliness Mace Lord doomed zombie in the right lower arm with her left hand, bruising the muscle!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie punches the shield dwarf tanner doomed zombie in the right lower arm with his left hand, fracturing the bone!
The posh dwarf trader doomed zombie punches the grobliness Mace Lord doomed zombie in the lower body with his left hand, bruising the muscle!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The groblin maceman doomed zombie punches the shield dwarfette stonecrafter doomed zombie in the right hand with his left hand, bruising the muscle!
The obsidian dwarf metalsmith doomed zombie kicks the grobliness Mace Lord doomed zombie in the right lower leg with his right foot, bruising the muscle!
Dumat Sakzulkudust, Brewer: I have improved my striking.  I am very satisfied.
The militia captain chops the grobliness Mace Lord doomed zombie in the left lower arm with his (+red steel hand axe+), tearing apart the muscle!
A motor nerve has been severed!
The (+red steel hand axe+) has lodged firmly in the wound!
The force pulls the left elbow!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The brewer punches the grobliness Mace Lord doomed zombie in the left foot with her right hand, but the attack glances away!
The force twists the left ankle!
The posh dwarf trader doomed zombie punches the grobliness Mace Lord doomed zombie in the right upper leg with his right hand, bruising the muscle!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
`Uri hero', Shield Dwarfette Stonecrafter doomed zombie has been found dead.
The broker necromancer gestures!
The shield dwarf tanner doomed zombie shudders and begins to move!
The shield dwarfette stonecrafter doomed zombie shudders and begins to move!
The gray beastman wrestler doomed zombie shudders and begins to move!
The militia captain pulls on the embedded (+red steel hand axe+).
The militia captain gains possession of the (+red steel hand axe+).
The gray beastman wrestler doomed zombie grabs the shield dwarfette stonecrafter doomed zombie by the thumb, left hand with his right lower leg!
The groblin maceman doomed zombie punches the shield dwarfette stonecrafter doomed zombie in the left lower leg with his left hand, bruising the muscle!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The militia captain chops the grobliness Mace Lord doomed zombie in the right upper leg with his (+red steel hand axe+), tearing apart the muscle!
Many nerves have been severed!
The groblin maceman doomed zombie punches the shield dwarf tanner doomed zombie in the left upper arm with his left hand, fracturing the bone!
The gray beastman wrestler doomed zombie grabs the groblin maceman doomed zombie by the second toe, left foot with his right lower leg!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
The brewer punches the grobliness Mace Lord doomed zombie in the right upper leg with her right hand, but the attack glances away!
The obsidian dwarf metalsmith doomed zombie kicks the grobliness Mace Lord doomed zombie in the right lower arm with his left foot, bruising the muscle!
The grobliness Mace Lord doomed zombie strangles the obsidian dwarf metalsmith doomed zombie's throat!
`Kik hero', Shield Dwarf Tanner doomed zombie has been found dead.
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on March 20, 2021, 10:24:21 am
Added 3 reactions. Do not copy-paste these yet, as they also need
[PERMITTED_REACTION:CRAFT_TL_TOYS] 2021-03
[PERMITTED_REACTION:CRAFT_TL_ITEMS] 2021-03
perm TL furni
and
new rock class: translucent: rock salt and... dolomite, quartzite, calcite, alabaster(calcite).

Question: what should I add as a reagent, to make the reactions SLOWER. As the carving takes quite a bit of time.

Spoiler (click to show/hide)

Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on March 23, 2021, 11:23:20 am
.
Which OldGenesis reactions are too good and therefore would need to consume gems
or stone blocks or coins or some other items, to slow down the crafting? I was unable to make them consume Prepared Meals.
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on March 24, 2021, 07:49:17 am
tested the aluminum chainmail and translucent rock carving.
Play fort, bugger, a crash, maybe on artifact making start.

Changelog for next release so far:
Spoiler (click to show/hide)
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on April 09, 2021, 07:55:16 am
Ah, 15 dehmons & deamons attacked our 49 dorfs. 24 dorfs survived.
"Hero necro" the elite warrior-corpseraiser was no allowed to take part in the fighting.

Code: [Select]
The goblin adventurer trapper bitter one punches the dehmon axeman in the head with his left hand, bruising the muscle!
The force twists the neck, tearing apart the skin!
The recruit grabs the dehmon axeman by the fifth toe, left hoof with her left upper arm!
The recruit releases the grip of The recruit's left upper arm on the dehmon axeman's fifth toe, left hoof.
The goblin adventurer trapper bitter one punches the dehmon axeman in the head with his right hand, bruising the muscle and bruising the cerebellum!
The force twists the neck, tearing apart the skin and bruising the fat!
The recruit grabs the dehmon axeman by the second finger, left hand with her native silver crude maul!
The recruit grabs the dehmon axeman by the left lower leg with her right upper arm!
The goblin adventurer trapper bitter one punches the dehmon axeman in the head with his left hand, bruising the muscle, bruising the brain connections and bruising the cerebellum!
The force pulls the neck, tearing apart the skin and denting the fat!
A tendon in the upper spine has been bruised!

The recruit releases the grip of The recruit's right upper arm on the dehmon axeman's left lower leg.
The recruit grabs the dehmon axeman by the left lower arm with her left lower arm!
The recruit locks the dehmon axeman's left elbow with The recruit's left lower arm!
The recruit bends the dehmon axeman's left lower arm with The recruit's left lower arm and the left elbow collapses!
A ligament in the left elbow has been torn and a tendon has been torn!
The goblin adventurer trapper bitter one punches the dehmon axeman in the head with his right hand, bruising the muscle, bruising the skull!
The dehmon axeman looks sick!
The force pulls the neck, tearing apart the skin and denting the fat!
A tendon in the upper spine has been bruised!
The dehmon axeman vomits.

The recruit releases the joint lock of The recruit's left lower arm on the dehmon axeman's left lower arm.
The recruit releases the grip of The recruit's left lower arm on the dehmon axeman's left lower arm.
The recruit grabs the dehmon axeman by the fifth toe, right hoof with her left lower arm!
The goblin adventurer trapper bitter one punches the dehmon axeman in the head with his left hand, bruising the muscle and bruising the cerebellum!
The force bends the neck, tearing apart the skin and bruising the fat!
The recruit releases the grip of The recruit's left lower arm on the dehmon axeman's fifth toe, right hoof.
The recruit grabs the dehmon axeman by the right horn with her *bark strips buckler*!
The goblin adventurer trapper bitter one punches the dehmon axeman in the head with his left hand, bruising the muscle!
The force pulls the neck, tearing apart the skin!

The recruit grabs the dehmon axeman by the ({large cobalt mail shirt}) with her left upper arm!
The recruit releases the grip of The recruit's left upper arm on the dehmon axeman's ({large cobalt mail shirt}).
The goblin adventurer trapper bitter one punches the dehmon axeman in the head with his left hand, bruising the muscle!
The dehmon axeman looks sick!
The force bends the neck, tearing apart the skin and bruising the fat!
The recruit grabs the dehmon axeman by the upper left back teeth with her *bark strips buckler*!
The recruit grabs the dehmon axeman by the ({large cobalt mail shirt}) with her left lower arm!
The goblin adventurer trapper bitter one punches the dehmon axeman in the head with his left hand, bruising the muscle and bruising the cerebellum!
The force pulls the neck, tearing apart the skin and denting the fat!
A tendon in the upper spine has been bruised!

The recruit releases the grip of The recruit's left lower arm on the dehmon axeman's ({large cobalt mail shirt}).
The recruit grabs the dehmon axeman by the lower front teeth with her native silver crude maul!
The recruit grabs the dehmon axeman by the thumb, left hand with her right lower arm!
The goblin adventurer trapper bitter one punches the dehmon axeman in the head with his left hand, bruising the muscle, bruising the skull!
The force bends the neck, tearing apart the skin and denting the fat!
A tendon in the upper spine has been bruised!
The recruit releases the grip of The recruit's right lower arm on the dehmon axeman's thumb, left hand.

Zoin Gutzutzyearriko, Dehmon Axeman: I was close to a waterfall.  This is delightful!

The recruit grabs the dehmon axeman by the ({large cobalt mail shirt}) with her right lower arm!
The recruit releases the grip of The recruit's right lower arm on the dehmon axeman's ({large cobalt mail shirt}).
The goblin adventurer trapper bitter one punches the dehmon axeman in the head with his left hand, bruising the muscle and bruising the brain connections!
The force twists the neck, tearing apart the skin and bruising the fat!
The recruit grabs the dehmon axeman by the fourth toe, right hoof with her left upper arm!
The recruit releases the grip of The recruit's left upper arm on the dehmon axeman's fourth toe, right hoof.
The goblin adventurer trapper bitter one punches the dehmon axeman in the head with his right hand, bruising the muscle, bruising the brain connections and bruising the cerebellum!
The force pulls the neck, tearing apart the skin and bruising the fat!
The recruit grabs the dehmon axeman by the nose with her *bark strips buckler*!
The recruit grabs the dehmon axeman by the first finger, right hand with her *bark strips buckler*!
The goblin adventurer trapper bitter one punches the dehmon axeman in the head with his right hand, bruising the muscle!
The force bends the neck, tearing apart the skin and bruising the fat!
The recruit grabs the dehmon axeman by the second finger, left hand with her left lower arm!
The recruit releases the grip of The recruit's left lower arm on the dehmon axeman's second finger, left hand.
The goblin adventurer trapper bitter one punches the dehmon axeman in the head with his right hand, bruising the muscle!
The force bends the neck, tearing apart the skin and bruising the fat!

Musca Septensmaleficus, Deamon Maceman: I was close to a waterfall.  I'm very content.
Rigoth Uzollikot has become a Weaver.
`Lor hero' has become a militia captain.
Rigoth Uzollikot, Weaver: I have improved my armor.  That was not satisfying.

The goblin adventurer trapper bitter one stands up.
Rigoth Uzollikot, Weaver: I must withdraw!
Bomrek Ablelimush, Planter has been possessed!
Sakzul Eshimineth has become a Macedwarf.
Rith Lolorarros has become a Macedwarf.
Edem Egenatir has become a Recruit.
Imush Limulildom has become a Macedwarf.
Ral Lazkubuk has become a Marksdwarf.
Rigoth Uzollikot has become a Recruit.
Sodel Rovodgemsit has become a mayor.
Medtob Morulstukos has become a Recruit.
Zas Logemlinem has become a Speardwarf.
`Lor hero' has become a militia captain.

Tirist Riseniton, broker is throwing a tantrum!
The deamon spearman stabs the speardwarf in the upper body with her ({iron jagged spear}), tearing the muscle and tearing the liver through the x(dog of Rakust leather coat)x!
The ({iron jagged spear}) has lodged firmly in the wound!
The speardwarf punches the deamon spearman in the lower body with his left hand, but the attack is deflected by the deamon spearman's ({large cobalt mail shirt})!
The deamon spearman pulls on the embedded ({iron jagged spear}).
The deamon spearman gains possession of the ({iron jagged spear}).
The speardwarf strikes at the deamon spearman but the shot is blocked!
Zas Logemlinem, Speardwarf: `Gode milbow' is really dead.  I am not feeling sad right now.
The deamon spearman bashes the speardwarf in the upper left back teeth with the shaft of her ({iron jagged spear}) and the lower lip is crushed!
The force twists the head, tearing apart the skin!
The speardwarf misses the deamon spearman!
The deamon spearman attacks the speardwarf but He jumps away!
The speardwarf attacks the deamon spearman but She jumps away!
The deamon spearman stabs the speardwarf in the lower body with her ({iron jagged spear}), tearing the muscle and tearing apart the right kidney through the x(hemp cloak)x!
The ({iron jagged spear}) has lodged firmly in the wound!
The speardwarf strikes at the deamon spearman but the shot is blocked with the ({iron shield})!
The deamon spearman pulls on the embedded ({iron jagged spear}).
The deamon spearman gains possession of the ({iron jagged spear}).

Zas Logemlinem, Speardwarf: It's irritating.

The deamon spearman attacks the speardwarf but He jumps away!
The speardwarf attacks the deamon spearman but She jumps away!
Zas Logemlinem, Speardwarf: I'm very nervous.
The speardwarf misses the deamon spearman!
Zas Logemlinem, Speardwarf: I feel very uneasy.

The deamon spearman stabs the speardwarf in the left lower leg with her ({iron jagged spear}), fracturing the bone through the XX(hyena suede dress)XX!
A ligament has been torn and a tendon has been torn!
The ({iron jagged spear}) has lodged firmly in the wound!
The force pulls the left knee, bruising the muscle and bruising the muscle!
The speardwarf falls over.
The deamon spearman pulls on the embedded ({iron jagged spear}).
The deamon spearman gains possession of the ({iron jagged spear}).
The deamon spearman stabs the speardwarf in the head with her ({iron jagged spear}), tearing the muscle, fracturing the skull, tearing the brain connections and tearing the cerebrum through the x(hemp hood)x!
A tendon in the skull has been torn!
The speardwarf has been knocked unconscious!
The speardwarf looks sick!
The force twists the neck, tearing apart the skin!
The deamon spearman stabs the speardwarf in the head with her ({iron jagged spear}) and the injured part is cloven asunder!
An artery has been opened by the attack!
A tendon in the skull has been torn!
Malitia Horreodolositas, Deamon Spearman: So easily broken...  This does not scare me.
Zas Logemlinem, Speardwarf has been found dead.
The deamon spearman attacks the macedwarf but He jumps away!
The deamon spearman strikes at the recruit but the shot is blocked!
The recruit misses the deamon spearman!
The recruit strikes at the deamon spearman but the shot is deftly parried by the ({iron jagged spear})!
The deamon spearman stabs the recruit in the head with her ({iron jagged spear}), tearing the muscle and tearing the cerebellum through the x(buffalo leather hood)x!
An artery has been opened by the attack!
The recruit has been knocked unconscious!
The ({iron jagged spear}) has lodged firmly in the wound!
The force twists the neck, tearing apart the skin and bruising the fat!
The macedwarf strikes at the deamon spearman but the shot is blocked with the ({iron shield})!
The recruit loses hold of the (-moon silver dagger-).
The recruit loses hold of the *bark strips shield*.
The *argillite crude maul* strikes the recruit in the right upper arm and the injured part is smashed into the body, an unrecognizable mass!
An artery has been opened by the attack!
The force twists the right shoulder,  shattering the bone and  shattering the bone!
A ligament has been sprained and a tendon has been strained!
The *argillite crude maul* strikes the recruit in the left upper leg, fracturing the bone through the x(cougar fur cloak)x!
The force bends the left hip, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been torn and a tendon has been torn!
The +bituminous coal crude maul+ strikes the recruit in the lower body, bruising the muscle and bruising the guts through the X(cougar fur cloak)X!
The recruit looks sick!
The -argillite stone axe- strikes the recruit in the lower body, bruising the muscle and bruising the guts through the XX(cougar fur cloak)XX!
The recruit looks sick!
The +argillite stone axe+ strikes the recruit in the upper body, bruising the muscle and shattering the right false ribs through the (spider silk coat)!
The argillite stone axe strikes the recruit in the upper body, bruising the muscle and bruising the right lung through the XX(cougar fur cloak)XX!
The XX(cougar fur cloak)XX breaks!
The recruit is having more trouble breathing!
The deamon spearman strikes the recruit in the left upper arm with her ({iron shield}), bruising the fat through the x(swan suede robe)x!
The recruit strikes at the deamon spearman but the shot is deflected by the ({iron jagged spear})!
The deamon spearman strikes the recruit in the head with her ({iron shield}), bruising the muscle and bruising the cerebellum through the x(dama gazelle suede hood)x!
The recruit loses hold of the (®black steel curved pike¯).
The recruit misses the deamon spearman!
The macedwarf strikes at the deamon spearman but the shot is blocked with the ({iron shield})!
The recruit misses the deamon spearman!
The deamon spearman strikes the recruit in the lower body with her ({iron shield}), bruising the muscle through the (hemp cloak)!
The recruit misses the deamon spearman!
The *argillite crude maul* strikes the recruit in the upper body, bruising the muscle, jamming the left false ribs through the heart and tearing apart the heart!
A major artery in the heart has been opened by the attack!
The *argillite crude maul* strikes the recruit in the right lower leg, fracturing the bone through the (spider silk dress)!
The XX(otter fur trousers)XX breaks!
The force twists the right knee, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been sprained and a tendon has been strained!
The +bituminous coal crude maul+ strikes the recruit in the nose, bruising the skin through the (spider silk coat)!
The force bends the head, tearing apart the skin and denting the fat!
A tendon in the upper spine has been strained!
The -argillite stone axe- strikes the recruit in the right hand and the injured part is cloven asunder!
An artery has been opened by the attack!
The force bends the right wrist, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been sprained and a tendon has been strained!
The +argillite stone axe+ strikes the recruit in the lower body, bruising the muscle and bruising the pancreas through the (spider silk coat)!
The argillite stone axe strikes the recruit in the lower body, bruising the muscle and bruising the guts through the (spider silk coat)!
The deamon spearman stabs the recruit in the left lower leg with her ({iron jagged spear}), fracturing the bone through the x(hemp cloak)x!
A ligament has been torn and a tendon has been torn!
The force twists the left knee, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been bruised and a tendon has been bruised!
The recruit misses the deamon spearman!
Rigoth Uzollikot, Recruit: I've been injured badly.  This leaves me so shaken.
The macedwarf attacks the deamon spearman but She scrambles away!
The recruit strikes at the deamon spearman but the shot is blocked with the ({iron shield})!
The deamon spearman stands up.
The recruit misses the deamon spearman!
Medtob Morulstukos, Recruit: Lorbam Clasproared is really dead.  I am not feeling sad right now.
Edem Egenatir, Recruit has been found dead.
The deamon spearman stabs the recruit in the lower body with her ({iron jagged spear}), tearing the muscle and tearing the guts through the x(spider silk cloak)x!
The recruit looks sick!
The ({iron jagged spear}) has lodged firmly in the wound!
The recruit misses the deamon spearman!
The recruit vomits.
Rigoth Uzollikot has become a Wrestler.
The recruit misses the deamon spearman!
The recruit retches.
The deamon spearman stabs the wrestler in the right lower leg with her ({iron jagged spear}), fracturing the bone through the X(hemp cloak)X!
A ligament has been torn and a tendon has been torn!
The XX(mink fur dress)XX breaks!
The ({iron jagged spear}) has lodged firmly in the wound!
The force bends the right knee, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been bruised and a tendon has been bruised!
The macedwarf misses the deamon spearman!
Rith Lolorarros, Macedwarf: Can it all end so quickly?  This does not scare me.
The wrestler misses the deamon spearman!
The deamon spearman pulls on the embedded ({iron jagged spear}).
The deamon spearman gains possession of the ({iron jagged spear}).
Rigoth Uzollikot, Wrestler: I have improved my observation.  That was satisfying.
The macedwarf attacks the deamon spearman but She jumps away!
Rigoth Uzollikot, Wrestler: I'm nervous.
Rith Lolorarros, Macedwarf: I have improved my observation.  That was satisfying.
The macedwarf stands up.
The recruit misses the deamon spearman!
The deamon spearman stabs the recruit in the left lower arm with her ({iron jagged spear}), tearing the muscle through the X(spider silk dress)X!
The ({iron jagged spear}) has lodged firmly in the wound!
The deamon spearman pulls on the embedded ({iron jagged spear}).
The deamon spearman gains possession of the ({iron jagged spear}).
Rith Lolorarros, Macedwarf: Edem Giftdyes is dead.  I am not feeling sad right now.
Rigoth Uzollikot, Wrestler: I'm very irritated by this.
The recruit retches.
The deamon spearman stabs the recruit in the upper body with her ({iron jagged spear}), tearing the muscle and tearing the right lung through the X(hemp robe)X!
The recruit is having trouble breathing!
The ({iron jagged spear}) has lodged firmly in the wound!
The recruit misses the deamon spearman!
The deamon spearman pulls on the embedded ({iron jagged spear}).
The deamon spearman gains possession of the ({iron jagged spear}).
The recruit misses the deamon spearman!
The recruit retches.
The deamon spearman bashes the recruit in the right foot with the shaft of her ({iron jagged spear}), bruising the muscle through the (spider silk shoe)!
The force bends the right ankle, bruising the muscle and bruising the muscle!
Rigoth Uzollikot, Wrestler: I feel very uneasy.
The macedwarf misses the deamon spearman!
The deamon spearman stabs the macedwarf in the left lower leg with her ({iron jagged spear}), fracturing the bone through the x(llama wool cloak)x!
A sensory nerve has been severed, a ligament has been torn and a tendon has been torn!
The force bends the left knee, bruising the muscle and bruising the muscle!
The macedwarf misses the deamon spearman!
Rigoth Uzollikot, Wrestler: That's very annoying.
The recruit stands up.
The macedwarf attacks the deamon spearman but She jumps away!
The recruit stands up.
Imush Limulildom, Macedwarf: Edem Giftdyes is dead.  I am not feeling sad right now.
The macedwarf stands up.
Medtob Morulstukos, Recruit: I've been injured badly.  I feel hopeless.
Rigoth Uzollikot, Wrestler: I have improved my wrestling.  That was satisfying.
The deamon spearman strikes at the militia captain but the shot is blocked!
The militia captain punches the deamon spearman in the head with her right hand, but the attack is deflected by the deamon spearman's ({®large cobalt masked helm¯})!
The force bends the neck, bruising the skin!
The deamon spearman strikes at the militia captain but the shot is deftly parried by the (+®red steel hand axe¯+)!
Imush Limulildom, Macedwarf: I've been injured badly.  This leaves me so shaken.
`Lor hero', militia captain: Thossse injuriesss...  Thissss doess not ssscare me.
The militia captain strikes at the deamon spearman but the shot is easily parried by the ({iron jagged spear})!
The deamon spearman strikes at the militia captain but the shot is blocked with the ðbark strips shieldð!
Medtob Morulstukos, Recruit has been found dead.
Rigoth Uzollikot, Wrestler has been found dead.
The militia captain attacks the deamon spearman but She jumps away!
Malitia Horreodolositas, Deamon Spearman: I have improved my dodging.  That was satisfying.
The deamon spearman strikes at the militia captain but the shot is blocked!
The militia captain attacks the deamon spearman but She jumps away!
The deamon spearman strikes at the militia captain but the shot is blocked!
`Lor hero', militia captain: I have improved my ssshield.  That wassss not ssatisssfying.
The militia captain strikes at the deamon spearman but the shot is parried by the ({iron jagged spear})!
The deamon spearman strikes at the militia captain but the shot is narrowly deflected by the (+®red steel hand axe¯+)!
Malitia Horreodolositas, Deamon Spearman: I have improved my spear.  That was satisfying.
The militia captain kicks the deamon spearman in the left wing with her left foot, but the attack glances away!
`Lor hero', militia captain: I have improved my axe.  That wasss not ssssatissssfying.
The deamon spearman strikes at the militia captain but the shot is blocked with the ðbark strips shieldð!
The militia captain chops the deamon spearman in the lower body with her (+®red steel hand axe¯+), tearing apart the muscle and tearing apart the pancreas through the x({large cobalt mail shirt})x!
An artery has been opened by the attack!
The (+®red steel hand axe¯+) has lodged firmly in the wound!
The deamon spearman has become enraged!
The deamon spearman misses the militia captain!
The militia captain pulls on the embedded (+®red steel hand axe¯+).
The militia captain gains possession of the (+®red steel hand axe¯+).
Malitia Horreodolositas, Deamon Spearman: I have improved my fighting.  That was satisfying.
The deamon spearman strikes at the militia captain but the shot is blocked with the ðbark strips shieldð!
`Lor hero', militia captain: I have improved my fighting.  That wassss not sssatisssfying.
The macedwarf kicks the deamon spearman in the lower body with his right foot, but the attack is deflected by the deamon spearman's x({large cobalt mail shirt})x!
The militia captain chops the deamon spearman in the right wing with her (+®red steel hand axe¯+) and the severed part sails off in an arc!
The deamon spearman attacks the militia captain but She rolls away!
The militia captain stands up.
The macedwarf punches the deamon spearman in the right upper leg with his right hand, but the attack is deflected by the deamon spearman's X({large cobalt mail shirt})X!
The force bends the right hip!
The deamon spearman stabs the macedwarf in the left hand with her ({iron jagged spear}), tearing apart the muscle through the x(spider silk left mitten)x!
Many nerves have been severed!
The force pulls the left wrist!
The deamon spearman loses hold of the ({large iron high boot}).
The militia captain chops the deamon spearman in the left upper leg with her (+®red steel hand axe¯+) and the severed part sails off in an arc!
The deamon spearman falls over.
The deamon spearman misses the militia captain!
The militia captain strikes the deamon spearman in the lower body with her ðbark strips shieldð, but the attack is deflected by the deamon spearman's XX({large cobalt mail shirt})XX!
The XXðbark strips shieldðXX breaks!
The macedwarf punches the deamon spearman in the lower body with his right hand, but the attack is deflected by the deamon spearman's XX({large cobalt mail shirt})XX!
The deamon spearman attacks the militia captain but She scrambles away!
The militia captain stands up.
The macedwarf punches the deamon spearman in the left wing with his right hand, tearing the skin and bruising the fat through the XX({large cobalt mail shirt})XX!
The militia captain punches the deamon spearman in the left lower arm with her right hand, but the attack is deflected by the deamon spearman's ({large black bronze left gauntlet})!
The force twists the left elbow, bruising the muscle and bruising the muscle!
Malitia Horreodolositas, Deamon Spearman: I have improved my observation.  That was satisfying.
The deamon spearman attacks the macedwarf but He jumps away!
The macedwarf punches the deamon spearman in the right hand with his right hand, but the attack is deflected by the deamon spearman's ({large black bronze right gauntlet})!
The force twists the right wrist!
The macedwarf hacks the deamon spearman in the right lower arm with his (moon silver great axe), tearing apart the muscle through the x({large black bronze right gauntlet})x!
An artery has been opened by the attack!
The (moon silver great axe) has lodged firmly in the wound!
The militia captain chops the deamon spearman in the upper right back teeth with her (+®red steel hand axe¯+) and the lower lip is cloven asunder!
The (+®red steel hand axe¯+) has lodged firmly in the wound!
The force bends the head, tearing apart the skin!
The deamon spearman loses hold of the ({iron shield}).
The militia captain pulls on the embedded (+®red steel hand axe¯+).
The militia captain gains possession of the (+®red steel hand axe¯+).
`Lor hero', militia captain: I don't feel glum.
Rith Lolorarros, Macedwarf: I'm nervous.
`Lor hero', militia captain: Thiss issn't confussssing.
Rith Lolorarros, Macedwarf: I feel so glum.
The militia captain stands up.
Rith Lolorarros, Macedwarf: I feel very uneasy.
`Lor hero', militia captain: No, that'ss not annoying.
Rith Lolorarros, Macedwarf: I've been wounded.  That's very annoying.
Dastot Stigazreg, Peregrine Falcon (Tame) has been found dead.
Rith Lolorarros, Macedwarf: I have improved my fighting.  That was not satisfying.
Rith Lolorarros, Macedwarf: No, that's not annoying.
The macedwarf stands up.
Rith Lolorarros, Macedwarf: Edzul Cudgelkindled is really dead.  I am not feeling sad right now.
`Lor hero', militia captain: Sstukoss Oldpaged iss really dead.  I am not feeling ssssad right now.
Rith Lolorarros, Macedwarf: Vucar Lulloil is dead.  I am not feeling sad right now.
Tirist Riseniton, broker has calmed down.
The dehmon axeman misses the marksdwarf!
The marksdwarf hacks the dehmon axeman in the neck with his (meteoric battle axe), tearing apart the skin through the x({large pig tail cape})x!
The dehmon axeman misses the marksdwarf!
The marksdwarf hacks the dehmon axeman in the right tusk with his (meteoric battle axe) and the severed part sails off in an arc!
The marksdwarf strikes at the dehmon axeman but the shot is blocked!
The dehmon axeman attacks the marksdwarf but He jumps away!
The marksdwarf attacks the dehmon axeman but He rolls away!
The dehmon axeman misses the marksdwarf!
The marksdwarf hacks the dehmon axeman in the left lower arm with his (meteoric battle axe), tearing apart the muscle through the X({large pig tail cape})X!
The dehmon axeman loses hold of the ({black bronze shield}).
The dehmon axeman attacks the marksdwarf but He jumps away!
The marksdwarf hacks the dehmon axeman in the right lower leg with his (meteoric battle axe), tearing apart the skin through the x({large cobalt high boot})x!
The dehmon axeman misses the marksdwarf!
The dehmon axeman loses hold of the x({large cobalt high boot})x.
The marksdwarf hacks the dehmon axeman in the left hoof with his (meteoric battle axe) and the severed part sails off in an arc!
The dehmon axeman misses the marksdwarf!
The marksdwarf hacks the dehmon axeman in the left tusk with his (meteoric battle axe) and the severed part sails off in an arc!
The dehmon axeman misses the marksdwarf!
The dehmon axeman strikes at the marksdwarf but the shot is blocked with the *bark strips shield*!
The marksdwarf hacks the dehmon axeman in the left hand with his (meteoric battle axe), but the attack is deflected by the dehmon axeman's x({large iron left gauntlet})x!
The dehmon axeman misses the marksdwarf!
The marksdwarf attacks the dehmon axeman but He scrambles away!
The dehmon axeman misses the marksdwarf!
The marksdwarf hacks the dehmon axeman in the right lower leg with his (meteoric battle axe), tearing apart the skin through the X({large cobalt high boot})X!
Ral Lazkubuk, Marksdwarf: This is confusing.
The marksdwarf hacks the dehmon axeman in the left lower leg with his (meteoric battle axe), tearing apart the skin through the ({large iron chain leggings})!
The dehmon axeman bites the marksdwarf in the right lower leg, fracturing the bone through the X(giant loon suede trousers)X!
A tendon has been torn!
The force twists the right knee, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been sprained and a tendon has been strained!
The marksdwarf falls over.
The dehmon axeman strikes at the marksdwarf but the shot is blocked with the *bark strips shield*!
The marksdwarf attacks the dehmon axeman but He scrambles away!
Ral Lazkubuk, Marksdwarf: I'm uneasy.
The dehmon axeman attacks the marksdwarf but He rolls away!
The marksdwarf hacks the dehmon axeman in the right hand with his (meteoric battle axe), tearing apart the skin through the x({large iron right gauntlet})x!
The dehmon axeman strikes at the marksdwarf but the shot is blocked with the *bark strips shield*!
The dehmon axeman attacks the marksdwarf but He scrambles away!
Ral Lazkubuk, Marksdwarf: It's annoying.
Ral Lazkubuk, Marksdwarf: I'm glum.
Ral Lazkubuk, Marksdwarf: I'm very nervous.
Ral Lazkubuk, Marksdwarf: I'm very irritated by this.
Ral Lazkubuk, Marksdwarf: I've been injured badly.  This leaves me so shaken.
Ral Lazkubuk, Marksdwarf: It's annoying.
The dehmon axeman misses the marksdwarf!
The marksdwarf attacks the dehmon axeman but He rolls away!
The dehmon axeman attacks the marksdwarf but He scrambles away!
The marksdwarf hacks the dehmon axeman in the right upper leg with his (meteoric battle axe), but the attack is deflected by the dehmon axeman's ({large iron chain leggings})!
The dehmon axeman strikes at the marksdwarf but the shot is blocked with the *bark strips shield*!
The dehmon axeman attacks the marksdwarf but He scrambles away!
Zoin Gutzutzyearriko, Dehmon Axeman: I have improved my fighting.  That was satisfying.
The dehmon axeman grabs the marksdwarf by the (pig tail shoe) with his right upper leg!
The marksdwarf hacks the dehmon axeman in the left lower leg with his (meteoric battle axe), tearing apart the skin through the x({large iron chain leggings})x!
The dehmon axeman releases the grip of The dehmon axeman's right upper leg on the marksdwarf's (pig tail shoe).
The dehmon axeman misses the marksdwarf!
The marksdwarf slaps the dehmon axeman in the lower lip with the flat of his (meteoric battle axe) and the injured part explodes into gore!
The force twists the head, bruising the skin!
The dehmon axeman misses the marksdwarf!
The marksdwarf strikes the dehmon axeman in the upper body with the pommel of his (meteoric battle axe), but the attack is deflected by the dehmon axeman's x({large black bronze mail shirt})x!
The dehmon axeman attacks the marksdwarf but He scrambles away!
The marksdwarf hacks the dehmon axeman in the left lower arm with his (meteoric battle axe) and the injured part is cloven asunder!
An artery has been opened by the attack, many nerves have been severed, a ligament has been torn and a tendon has been torn!
The force pulls the left elbow!
The dehmon axeman misses the militia captain!
The militia captain chops the dehmon axeman in the right upper leg with her (+®red steel hand axe¯+), tearing apart the skin through the X({large black bronze mail shirt})X!
The dehmon axeman misses the militia captain!
The dehmon axeman loses hold of the XX({large cobalt high boot})XX.
The militia captain chops the dehmon axeman in the right hoof with her (+®red steel hand axe¯+) and the severed part sails off in an arc!
The dehmon axeman misses the militia captain!
The militia captain chops the dehmon axeman in the right eye with her (+®red steel hand axe¯+), tearing apart the right eyelid's skin through the XX({large pig tail cape})XX!
The XX({large pig tail cape})XX is ripped to shreds!
The force bends the head, bruising the skin!
The dehmon axeman misses the militia captain!
The militia captain chops the dehmon axeman in the upper body with her (+®red steel hand axe¯+), tearing apart the muscle and tearing apart the right lung through the XX({large black bronze mail shirt})XX!
An artery has been opened by the attack!
The dehmon axeman is having trouble breathing!
The dehmon axeman misses the militia captain!

Zoin Gutzutzyearriko, Dehmon Axeman: I have improved my wrestling.  That was satisfying.
The dehmon axeman misses the militia captain!

The militia captain chops the dehmon axeman in the right lower arm with her (+®red steel hand axe¯+) and the injured part is cloven asunder!
An artery has been opened by the attack, a motor nerve has been severed, a ligament has been torn and a tendon has been torn!
A ligament in the right elbow has been torn and a tendon has been torn!
The force bends the right elbow,  shattering the bone and  shattering the bone!
A ligament has been bruised and a tendon has been bruised!

The dehmon axeman attacks the militia captain but She jumps away!
The militia captain slaps the dehmon axeman in the lower lip with the flat of her (+®red steel hand axe¯+), tearing apart the skin and bruising the muscle!
The force pulls the head, bruising the skin!
The dehmon axeman misses the militia captain!

Zoin Gutzutzyearriko, Dehmon Axeman: I have improved my armor.  That was satisfying.

The militia captain chops the dehmon axeman in the left upper leg with her (+®red steel hand axe¯+), tearing apart the muscle through the XX({large black bronze mail shirt})XX!
A sensory nerve has been severed!
The XX({large black bronze mail shirt})XX is ripped to shreds!
The dehmon axeman misses the militia captain!

Stodir Cattenkodor, Peasant is throwing a tantrum!
Stodir Cattenkodor, Peasant has calmed down.
Goden Mamotuzol, Pump Operator has slipped into depression...

A red fox has stolen a ðlong turkey guts exquisite saladð!

Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on April 14, 2021, 08:32:25 am
Current 30-36 dorf settlement is so stressed, that there have been two "murder dorf for crafting" events. One by 'Teen PoetDep'. Nice.
Stress balance is correct. Previous forts have mostly been low-stress. Maybe I'll make the finest alcohol more rejuvenating.

Whoaaa the second CraftingMurder was of... Teen PoetDep the first CraftMurderer!

Spoiler (click to show/hide)
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: axemangeorge on April 19, 2021, 08:42:24 pm
there have been two "murder dorf for crafting" events.

I'll never forget the first time I saw this happen -- I had absolutely no idea what was going on when the frazzled craftsdwarf dragged an unfortunate guard's corpse into the leatherworker's shop...
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on April 22, 2021, 08:35:13 am
Remember your BONFIRE options:
- wooden prisoner cages on grass, bonfire starts grassfire
- enemy squad walking on grass, bonfire starts grassfire

Weight set workshop lets you train shield holding.
170 downloads on current release version, thankyou audience. Next release in early May I guess.

Spoiler (click to show/hide)
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on April 23, 2021, 05:22:38 am
Okay this fort is at 995 000 created wealth an 79 citizens, and did defeat a 15 dehmons + 10 fat horses army. Time to move onto next fort.

*manages to crash worldgen, when pressing enter to halt at 300 years*

Oh bother.

On the positive side, Finland's 3rd Covid wave is almost ended!

Ok this world will do
Spoiler (click to show/hide)
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on May 06, 2021, 06:08:29 am
Bah, fourth Fogrotten Beats attack in this fort. We are already down to 15 citizens from previous attacks.
World was made with
   [MEGABEAST_CAP:30]
   [SEMIMEGABEAST_CAP:59]
   [TITAN_NUMBER:32]
   [TITAN_ATTACK_TRIGGER:51:230001:450001]
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on May 22, 2021, 06:17:27 am
Three wild "elf bard" bastards wandered in and killed one of out juvenile turkeys. Punish!
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on May 24, 2021, 07:35:10 pm
Reclaim a grand fort.
The outdoors library is smoking.
Loads of nice codexes there. This one... this one is special.

A bonfire_accident-bound codex. It is burning. Burning for many months.
TRADE: THE TRUTH. A 166-page manual by Amane Winterheads. It concerns the process of economic data collection.
We dare not touch it.
Title: Re: [47.05c] OldGenesis mod - stress tuning achieved
Post by: TomiTapio on May 30, 2021, 08:06:25 am
.
----* OldGenesis 47.05d (May 2021) is here! *----

Main feature: new rock class TRANSLUCENT: rock salt, dolomite, quartzite, calcite, alabaster(fine calcite).
Main feature: aluminum chain mail, boots, gauntlets, chain coif.

Ironhand: https://dffd.bay12games.com/file.php?id=15548
Phoebus: https://dffd.bay12games.com/file.php?id=15553
ascii  version in following days.

Changelog:
Spoiler (click to show/hide)
Title: Re: [47.05d] OldGenesis mod - stress tuned, translucent crafting
Post by: TomiTapio on June 01, 2021, 06:41:10 pm
.
All righty, Phoebus-tiles version is here. I know it's your favorite.
The world gen has crashed many times for me -- even after export texts and map, crash on saving savefile.
.
https://dffd.bay12games.com/file.php?id=15553
.
Title: Re: [47.05d] OldGenesis mod SUMMER BONANZA release -stress tuned,translucent items
Post by: TomiTapio on June 05, 2021, 11:35:52 am
Okay 27 folks have downloaded the latest OldGenesis. I think OG has around 130 users.
Suggestions welcome what to tweak/tune/add next. TO-DO list(included with mod) is long anyways.
ASCII/ANSI version in a few days.

----------------
Tips for not-so-experienced ones:

j-m-q gauntlet [leather gauntlets are possible in OldGenesis]
j-m-q coar anvi [always need 2nd anvil, to Hammer Coarse Iron]
j-m-q coar cauld [cauldron for alchemy shop]
j-m-q coar bolt [most abundant metal for ammo, coarse iron]
j-m-q zinc toy
j-m-q fine roc
j-m-q fur
j-m-q finest
j-m-q best
j-m-q kitchen
rock toys for getting the LAMPS and SHAMAN RINGS for cool workshops.
Title: Re: [47.05d] OldGenesis mod SUMMER BONANZA release -stress tuned,translucent items
Post by: TomiTapio on June 23, 2021, 04:38:31 pm
.
ASCII version users! Here you go, aluminum armors and translucent rock crafts! And, the very important stress rebalancing.
.
https://dffd.bay12games.com/file.php?id=15581
.
I intended a 4 days delay but here we are, with a 19 days ASCII version delay.
Title: Re: [47.05d] OldGenesis mod SUMMER BONANZA release -stress tuned,translucent items
Post by: TomiTapio on June 25, 2021, 06:33:33 pm
.
Got an idea and now there's a class of lightweight rocks, for future reactions.

- ore boulders' prices adjusted.
- cheese dropped from 9 value to 7, was too pricy 450e compared to basic metal armor pieces.
- fewer Shield-caste dorfs.
- new stone class: [REACTION_CLASS:LIGHTWEIGHT_CARVABLE], not crap pumice and talc and gypsum. No rock pots from those.
  Granite is 2.7 density. let's say 2.7 to 3.3(some gabbro) is high density and 2.4 low density. shale NOT carvable, breaks. orthoclase 2.57. marble too heavy. Chalk too fragile.
  Light is... sylvite (salt), andesite 2.22, rhyolite, rocksalt, limestone, siltstone, claystone, sandstone, bauxite.

The ancients used... *wikipedia* alabaster, limestone, travertine-limestone, sandstone, marble, granite, greywacke-hardsandstone.
Title: Re: [47.05d] OldGenesis mod SUMMER BONANZA release -stress tuned,translucent items
Post by: TomiTapio on June 26, 2021, 08:29:13 pm
I could repost my realworld animal speeds data.

Code: [Select]
APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:walk speed:jog speed:run speed:sprint speed:stroll speed:creep speed

170 kph white-throated needle-tailed swift
145-160 kph spine-tailed swift
153 frigate bird
140 kph horse-fly-insect?
135 swan_best flight
109 sailfish swim
98 antelope_best burst, hummingbird, cheetah_burst
900:300:200:100:1900:2900] 87+ kph horse burst?, ostrich burst, my_unicorn, pigeon_best_flight
900:327:218:109:1900:2900] 80 kph tiger & lion burst, cougar_burst, gazelle_burst, wildebeest_best, my_faedog, DUCKFLIGHT, biggest_bird_bustard(6-18-21kg), my_pegasus_flight, pigeon_avg, marlin swim
900:345:230:115:1900:2900] 76 kph quarter horse burst, eagle_best,
900:366:244:122:1900:2900] 72 kph elk burst, goose_sus, hare
900:375:250:125:1900:2900] 70 kph horse burst?, wolf burst, my_direwolf, tuna
900:381:254:127:1900:2900] 69 kph coyote, greyhound_max, big kangaroo, shark_best_swim
900:387:258:129:1900:2900] 68 kph dolphin burst, Banteng-cattle hybrid(fastest bovine) burst,
900:393:262:131:1900:2900] 67 kph vulture glide,
900:411:274:137:1900:2900] 64 kph ostrich run, zebra, ass, hyena, fox, camel burst, swordfish
900:432:288:144:1900:2900] 61 kph pheasant flight,
900:438:292:146:1900:2900] 60 kph giraffe burst,
900:447:298:149:1900:2900] 59 kph dog, lion, bat flight, eagle flight
900:471:314:157:1900:2900] 56 kph llama, jackal, tiger, rabbit?, bear?, polarbear_burst, my_ibex
900:480:320:160:1900:2900] 55 kph moose, rhino burst
900:498:332:166:1900:2900] 53 kph tiger shark swim,
900:507:338:169:1900:2900] 52 kph T-Rex one estimate
900:519:346:173:1900:2900] 51 kph reindeer
900:528:352:176:1900:2900] 50 kph giraffe_sustained
900:549:366:183:1900:2900] 48 kph waterbuffalo, my bulldog, _deer_, warthog, wolverine, _bear_, cat, lynx, horse gallop (for 3km, not burst), eagle/crow sus, gazelle_sus, barracuda
900:585:390:195:1900:2900] 45 kph human_best_burst, my_dragon_flight
900:612:408:204:1900:2900] 43 kph DF_rabbit, my_guineafowl, my_grizzly
900:627:418:209:1900:2900] 42 kph greater roadrunner (who can still fly)
900:657:438:219:1900:2900] 40 kph donkey, turkey, elephant_tinyburst, gorilla_tinyburst, wombat, camel_sustained_run, biglizard_burst, duck_flight_relaxed, eland_slowestantilope_b
900:675:450:225:1900:2900] 39 kph DF_human burst
900:683:468:237:1900:2900] 37 kph
900:687:474:244:1900:2900] 36 kph gentoo penguin swim,
900:691:482:251:1900:2900] 35 kph medium dinosaur,
900:695:489:258:1900:2900] 34 kph minke whale burst swim,
900:699:497:266:1900:2900] 33 kph
900:703:505:274:1900:2900] 32 kph crippled_coyote, crocodile swim, hippo run, bighorn sheep, blue whale, penguin swim, my_dragon_run, my_spaniel
900:707:513:283:1900:2900] 31 kph DF_cavy_rodent, yak?
900:711:521:293:1900:2900] 30 kph DF_dwarf, my_goblin, alpaca?
900:714:529:303:1900:2900] 29 kph amphibian_best run, rabbit, house sparrow flight (quite slow),
900:722:545:325:1900:2900] 27 kph cow?
900:726:553:338:1900:2900] 26 kph jerboa bouncy rat,
900:730:561:351:1900:2900] 25 kph sheep, 3ton_elephant_burst_or_sustained, my_crundle, my_demon
900:734:568:366:1900:2900] 24 kph raccoon_burst, capybara, manatee_swim, sea turtle, honeybee,
900:738:576:382:1900:2900] 23 kph [wildfire spreading speed]
900:742:584:399:1900:2900] 22 kph my_cavy, eland_sustain, Beluga whale swim
900:746:592:418:1900:2900] 21 kph
900:750:600:439:1900:2900] 20 kph big_elephant burst, penguin_swim, dugong_swim_burst,
1161:938:716:462:2200:3300] 19 kph goat, squirrel, roadrunner_run, turkey run, snake_best_burst, butterfly_migration_average,
1422:1127:831:488:2500:3700] 18 kph DF_pig, T-Rex walk upper estimate, 18.7 human marathon winners,
1683:1315:947:516:2800:4100] 17 kph, crocodile burst 11-14-17-18,
1945:1504:1062:548:3100:4500] 16 kph horse lope gait, elephant seal swim, ghost crab walk,
2206:1692:1178:585:3400:4900] 15 kph dolphin cruise, my_mummy
2467:1880:1294:627:3700:5300] 14 kph chicken?, humpback whale cruise,
2728:2069:1409:675:4000:5700] 13 kph otter swim,
2990:2257:1525:731:4300:6100] 12 kph my_iron_statue
3251:2446:1640:798:4600:6500] 11 kph snake_best
3512:2634:1756:878:4900:6900] 10 kph big_elephant sustain,
4122:3330:2541:975:5411:7233] 9 kph  8.8 average female marathoner sustain,
4732:4026:3327:1097:5922:7567] 8 kph duck walk, American woodcock flight is world's slowest, wolf_travelspeed
5341:4723:4112:1254:6433:7900] 7 kph 6.7 fastest beetle
6561:6115:5683:1755:7456:8567] 5 kph cockroach, raccoon swim
1.77 kph spider
9000:8900:8825:8775:9500:9900] 1 kph
0.24 kph sloth



kit: pick one of top 3
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:691:482:251:1900:2900] 35 kph
[APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:675:450:225:1900:2900] 39 kph
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph BIPED

[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph   [SWIMS_INNATE]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph   [STANCE_CLIMBER][NATURAL_SKILL:CLIMBING:15]

lizard:[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA

vanilla human:
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph BIPED
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA

worm:
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0:LAYERS_SLOW:STRENGTH:AGILITY]
[GAIT:CRAWL:Crawl:2900:NO_BUILD_UP:0:LAYERS_SLOW:STRENGTH:AGILITY]

monkey:
[APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:711:521:293:1900:2900] 30 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2206:1692:1178:585:3400:4900] 15 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[NATURAL_SKILL:CLIMBING:15]
[SWIMS_INNATE]

big python:
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA [SWIMS_INNATE]
Title: Re: [47.05d] OldGenesis mod SUMMER BONANZA release -stress tuned,translucent items
Post by: kevinfragger2427 on July 13, 2021, 02:53:46 am
Ah, an oldie but a goodie! The first mod I ever played for this glorious game, brings me back to 2010. Good to see hard working dwari such as yourself are still grinding along, bellowing those mod forging fires. I appreciate it, you bringing this magnificent piece of history back to life.
Title: Re: [47.05d] OldGenesis mod SUMMER BONANZA release -stress tuned,translucent items
Post by: TomiTapio on July 16, 2021, 10:34:18 am
Now with three goblin species: gobline literate, goblin, groblin extra primitive.
Orcs can be in goblin-language hostile civ or in Japanese-language friendlyish civ.

Aluminum chainmail finally. And put your translucent rocks to good use: rock salt, dolomite, quartzite, calcite, alabaster(also calcite).

About 128 downloads on current version.

Tip: only assign hero-class (3 dodging, 3 fighting, 2 shield) citizens as web collectors.
Remember to cremate nasty bodyparts in the clay crafts kiln.
Title: Re: [47.05d] OldGenesis mod SUMMER BONANZA release -stress tuned,translucent items
Post by: DwarfStar on July 17, 2021, 06:24:14 pm
A couple of quick questions. What am I supposed to do with microcline and the other soft rocks like that? Am I supposed to be able to grind them up at the stonecutter? Because I didn’t get that to work yet (might be my fault).

Also are arachnids supposed to shoot webs? I have fought many of them and have yet to see a web. I was imagining setting up a GCS style silk farm using them, but so far I didn’t see any webs being shot at all. Have I just been very (un)lucky?
Title: Re: [47.05d] OldGenesis mod SUMMER BONANZA release -stress tuned,translucent items
Post by: TomiTapio on July 18, 2021, 06:27:27 am
A couple of quick questions. What am I supposed to do with microcline and the other soft rocks like that? Am I supposed to be able to grind them up at the stonecutter? Because I didn’t get that to work yet (might be my fault).
We don't have a soft rocks(zeolite, porous) category, got translucent and
[REACTION_CLASS:EDGEDWEAPONROCK] neolithic weapon stone
[REACTION_CLASS:CEMENTCOMPONENT]
[REACTION_CLASS:CARVE_SMOOTH] claystone-y

Is "grind non-economic rocks (10)" not working? That's the destroying and maybe find little bit ore.
Under "which stones allowed/reserved" settings you might have to enable the use of microcline in basic Mason shop.
The good stones are auto-used by "furniture f best rock"  "carve fine rock bucket"  "carve fine rock items" etc.

Quote
Also are arachnids supposed to shoot webs? I have fought many of them and have yet to see a web. I was imagining setting up a GCS style silk farm using them, but so far I didn’t see any webs being shot at all. Have I just been very (un)lucky?
Hmm, vanilla GCS has [CAN_DO_INTERACTION:MATERIAL_EMISSION] [CDI:ADV_NAME:Spray web]
and I guess our Arachna never got the update when CDI:s got added.  (being rare, and I don't do webber farms). Adding to Arachna now.
Silk has been plentiful to me, from the insect sized cave spiders, Spinners and the other one.
Title: Re: [47.05d] OldGenesis mod SUMMER BONANZA release -stress tuned,translucent items
Post by: DwarfStar on July 18, 2021, 12:13:09 pm
s "grind non-economic rocks (10)" not working? That's the destroying and maybe find little bit ore.
Under "which stones allowed/reserved" settings you might have to enable the use of microcline in basic Mason shop.
The good stones are auto-used by "furniture f best rock"  "carve fine rock bucket"  "carve fine rock items" etc.

It was the stone setting menu tripping me up! I hardly ever visit that page so I didn't think about it. I enabled all the stone types like microcline that have no special uses and my masons are finally making blocks out of them! You might consider making that the default so that someone else doesn't get caught out by that.

Hmm, vanilla GCS has [CAN_DO_INTERACTION:MATERIAL_EMISSION] [CDI:ADV_NAME:Spray web]
and I guess our Arachna never got the update when CDI:s got added.  (being rare, and I don't do webber farms). Adding to Arachna now.
Silk has been plentiful to me, from the insect sized cave spiders, Spinners and the other one.

Awesome, thanks! I agree, silk has not been scarce. I just traded for a bunch of silkworms which I assume I can get silk out of somehow. So yeah, while my original plan was to make a silk farm, I probably don't need one. But, I could still use webbing Arachna for a FB trap.
Title: Re: [47.05d] OldGenesis mod SUMMER BONANZA release -stress tuned,translucent items
Post by: TomiTapio on July 22, 2021, 06:39:41 am
.
"grown earthenware cimere" instrument
"snow gorilla fur vest"
Red Frogs Ate Our Doctor
Title: Re: [47.05d] OldGenesis mod SUMMER BONANZA release -stress tuned,translucent items
Post by: TomiTapio on August 04, 2021, 08:22:52 am
Yet another world dawns... (prev 13-citizen place died to 8-strong necromancer army)
I reduced keeper and orc breeding.
Code: [Select]
Civilized World Population
18739 Orcs
4818 Nords
6919 Keepers
315 Sylvan elves
7796 Dusk elves
4221 Dunedwellers
2318 Scavengers
18 Beastmen
11436 Centaurs
3248 Deamons
845 Kobolds
3321 Dwarves
6066 Goblins
4227 Goblines
2799 Groblins
41 Illithids
7127 Snakemen

Total: 84254

Sites

1: Actiocicatrix, "Actscarred", cave
4 giant earthworms
33 bats
60 spiders
77 cave swallows
2: Hiiviarpi Pidatyskyvytonsyvyys, "Slinkscarred the Incontinent Depths", cave
1 red dragon
4 spear-nosed bats
32 cave fireflies
24 bats
3: Tatuointikaiku Huumorilyo, "Tattooechoes the Humorous Punches", cave
1 ratman
1 mummy
74 spiders
46 cave fireflies
27 bats
4: Sudarfira Amenabetera, "Whispercracked the Light Jaws", cave
4 helmet snakes
90 bats
35 cave fireflies
5: Mugsnol Slubokgo Exam, "Prowlsewers the Roof of Amusement", cave
3 rabbits
40 cave fireflies
51 spiders
64 bats
6: Ngozongzospu, "The Trite Umbra", cave
4 mud snakes
66 spiders
98 bats
7: Ibgor, "Pebblepits", cave
1 red dragon
3 pekyts
30 cave swallows
56 spiders
8: Otzadokinde, "Ultracavern", cave
1 frost wyrm
2 spear-nosed bats
24 cave fireflies
62 bats
92 spiders
ps. ohh-kayy... this site has garbage grass, all the bunnies ducks horses sheep are starving despite large grass area. Chop chop.
Title: Re: [47.05] OldGenesis mod August
Post by: TomiTapio on August 13, 2021, 12:42:00 pm
=== OldGenesis 47.05e (August 2021) is here in Ironhand ===

https://dffd.bay12games.com/file.php?id=15638

Changelog: just small tuning.
Spoiler (click to show/hide)
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on August 15, 2021, 10:26:53 am
=== And the Phoebus version ===
https://dffd.bay12games.com/file.php?id=15640

Kankelog:
Spoiler (click to show/hide)

Edit: G'damn adventurers!
Spoiler (click to show/hide)
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on August 18, 2021, 09:21:53 am
Hey OldGenesis users. Which animals should not give suede-leather?
And what's the best way to disable that leather output, besides not_butcherable(cos bird too small)?

Tip: see who is good soldier, then give them the Weaving (collect web) dangerous job.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on August 22, 2021, 09:05:54 am
Adjust adjust.... yay finally high lizardfolk/dehmon/centaur count.

Civilized World Population
   39155 Orcs
   21013 Nords
   25909 Keepers
   36613 Sylvan elves
   7784 Dusk elves
   1403 Dunedwellers
   63 Beastmen
   7279 Centaurs
   4508 Deamons
   4438 Kobolds
   18100 Dwarves
   10518 Goblins
   4354 Goblines
   7180 Groblins
   29 Illithids
   3817 Snakemen
   Total: 192163
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on August 29, 2021, 12:04:28 pm
.
Uploaded ASCII 47.05e-plus.
https://dffd.bay12games.com/file.php?id=15647

Yay great population counts in included world: tunings improved the balance.
Spoiler (click to show/hide)

Changelog:
Spoiler (click to show/hide)
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on September 02, 2021, 08:56:28 pm
.
Reminder: All that reaction goodness

Code: [Select]
[PERMITTED_REACTION:ICE_TO_WATER] --by Malecus
[PERMITTED_REACTION:PRESS_PLANTS_WATER] --by Malecus
[PERMITTED_REACTION:MILK_TO_WATER] --by TomiTapio
[PERMITTED_REACTION:DESTROY_NASTY_FROM_BUCKET] --by TomiTapio
[PERMITTED_REACTION:DESTROY_NASTY_FROM_BARREL] --by TomiTapio
[PERMITTED_REACTION:MAKE_CEMENT_BLOCKS]

stonecutter's / grinder's workshop:
[PERMITTED_REACTION:CRAFT_ROCKTIP_ARROWS]
[PERMITTED_REACTION:CRAFT_ROCKTIP_BOLTS]
[PERMITTED_REACTION:ROCK_GRINDING]
[PERMITTED_REACTION:CRAFT_ROCK_ANIMAL_TRAP]
[PERMITTED_REACTION:CRAFT_ROCK_ANVIL]
[PERMITTED_REACTION:CRAFT_ROCK_BUCKET]
[PERMITTED_REACTION:CRAFT_FINE_ROCK_BUCKET] 2020-04
[PERMITTED_REACTION:CRAFT_ROCK_CHAIN]
[PERMITTED_REACTION:CRAFT_ROCK_CRUTCH]
[PERMITTED_REACTION:CRAFT_ROCK_ENORMOUS_CORKSCREW]
[PERMITTED_REACTION:CRAFT_ROCK_GIANT_AXE_BLADE]

[PERMITTED_REACTION:CRAFT_ROCK_MECHANISM]
[PERMITTED_REACTION:CRAFT_ROCK_MECHANISM_MAGMASAFE]
[PERMITTED_REACTION:CRAFT_ROCK_BLOCKS_MAGMASAFE]
[PERMITTED_REACTION:CRAFT_ROCK_MENACING_SPIKE]
[PERMITTED_REACTION:CRAFT_ROCK_PICK]
[PERMITTED_REACTION:CRAFT_ROCK_SERRATED_DISC]
[PERMITTED_REACTION:CRAFT_ROCK_SPIKED_BALL]

[PERMITTED_REACTION:CRAFT_ROCK_SPLINT]
[PERMITTED_REACTION:CRAFT_ROCK_TRACTION_BENCH]
[PERMITTED_REACTION:CRAFT_ROCK_TUBE_SECTION]
[PERMITTED_REACTION:CRAFT_ROCK_FLASKS]

[PERMITTED_REACTION:CUT_OBSIDIAN_GEM]
[PERMITTED_REACTION:CUT_LARGEGEM_GEM]
[PERMITTED_REACTION:CUT_ROCKSALT] mineral salt into edible saltcrystal plant leaves.

[PERMITTED_REACTION:CRAFT_ROCK_AXE]
[PERMITTED_REACTION:CRAFT_ROCK_MAUL]
[PERMITTED_REACTION:CRAFT_ROCK_SPEAR]
[PERMITTED_REACTION:CRAFT_ROCK_MACE]
[PERMITTED_REACTION:CRAFT_ROCK_CLUB]

[PERMITTED_REACTION:CARVE_PREC_AMULET]
[PERMITTED_REACTION:CARVE_PREC_RING]
[PERMITTED_REACTION:CARVE_PREC_EARRING]

[PERMITTED_REACTION:CRAFT_CRUDE_ROCK_ITEMS]
[PERMITTED_REACTION:CRAFT_FINE_ROCK_ITEMS]
[PERMITTED_REACTION:CRAFT_TL_TOYS] 2021-03
[PERMITTED_REACTION:CRAFT_TL_ITEMS] 2021-03
[PERMITTED_REACTION:CRAFT_FINE_KITCHENWARE] 2020-04 mug jug pot bowl bucket

kitchen
[PERMITTED_REACTION:BAKE_BREAD] those that have BREAD_MAT
[PERMITTED_REACTION:MAKE_CANDY] those that have CANDY_MAT (sugarcane, sweet pod, crystal cane)
[PERMITTED_REACTION:FEED_ANIMALS_MEAT]
[PERMITTED_REACTION:FEED_ANIMALS_FAT]
[PERMITTED_REACTION:FEED_ANIMALS_TALLOW]

OldGenesis nature and war altars
[PERMITTED_REACTION:SACRIFICE_NATURE1]
[PERMITTED_REACTION:SACRIFICE_NATURE2]
[PERMITTED_REACTION:SACRIFICE_NATURE3]
[PERMITTED_REACTION:SACRIFICE_NATURE4]
[PERMITTED_REACTION:SACRIFICE_NATURE5]
[PERMITTED_REACTION:SACRIFICE_NATURE6]
[PERMITTED_REACTION:SACRIFICE_NATURE7] make ice
[PERMITTED_REACTION:SACRIFICE_WAR1]
[PERMITTED_REACTION:SACRIFICE_WAR2]
[PERMITTED_REACTION:SACRIFICE_WAR3]
[PERMITTED_REACTION:SACRIFICE_WAR4]
kiln
[PERMITTED_REACTION:CREMATE_BODY_KILN]
[PERMITTED_REACTION:CREMATE_REMAINS_KILN]

furniture workshop
[PERMITTED_REACTION:CRAFT_ANY_GLASS_TOYS] 2020-02

[PERMITTED_REACTION:CRAFT_STONE_BED]
[PERMITTED_REACTION:CRAFT_STONE_BIN]
[PERMITTED_REACTION:CRAFT_LEATHER_BIN] in furniture shop, any leather
[PERMITTED_REACTION:SEW_SUEDE_BIN]     in leather workshop, only cheapest animal leather.
[PERMITTED_REACTION:CRAFT_STONE_BARREL] hardcoded reaction, a rock pot

[PERMITTED_REACTION:CRAFT_WOOD_MILLSTONE]
[PERMITTED_REACTION:CRAFT_WOOD_QUERN]
[PERMITTED_REACTION:CRAFT_WOODEN_STAFF]
[PERMITTED_REACTION:CRAFT_WOODEN_MACE]
[PERMITTED_REACTION:CRAFT_WOODEN_CLUB]
[PERMITTED_REACTION:CRAFT_WOODEN_SPEAR] that starter stabby
[PERMITTED_REACTION:CRAFT_WOODEN_DAGGER]

[PERMITTED_REACTION:CRAFT_WOOD_QUIVER]
[PERMITTED_REACTION:CRAFT_WOOD_BACKPACK]
[PERMITTED_REACTION:CRAFT_WOOD_BAG]
[PERMITTED_REACTION:CRAFTS_FROM_GOODWOOD] incl dagger and shoe
[PERMITTED_REACTION:TOYS_FROM_GOODWOOD]

[PERMITTED_REACTION:CRAFT_GOODWOOD_MECHANISM]
[PERMITTED_REACTION:CRAFT_GOODWOOD_BOLTS]
[PERMITTED_REACTION:FURNITURE_FROM_LIGHT_WOOD]
[PERMITTED_REACTION:CRAFTS_FROM_LIGHT_WOOD]
[PERMITTED_REACTION:CARVE_BONE_TOYS]
[PERMITTED_REACTION:CRAFT_BONE_FURNITURE]

[PERMITTED_REACTION:FURNITURE_FROM_BEST_ROCK]
[PERMITTED_REACTION:FURNITURE_FROM_TL_ROCK]
[PERMITTED_REACTION:FURNITURE_FROM_ANY_ROCK]
[PERMITTED_REACTION:BURN_SMASH_TOYS]
[PERMITTED_REACTION:BURN_FURNITURE_TO_CHARCOAL] 2020-03

[PERMITTED_REACTION:GET_BARKSTRIPS_ANYLOGS] N whatever to 1 leather. use if you have way too much logs. Or when real desperate for leather.
[PERMITTED_REACTION:GET_BARKSTRIPS_PROPER] one correct logstack(birch) to N leather.

[PERMITTED_REACTION:SEW_SUEDE_TOYS]
[PERMITTED_REACTION:SEW_SUEDE_GEAR] basic clothes from thinskin-animals
[PERMITTED_REACTION:SEW_FUR_ITEMS] luxury fur clothes
[PERMITTED_REACTION:SEW_FUR_TOYS]
[PERMITTED_REACTION:CRAFT_BARKSTRIP_TOYS]
[PERMITTED_REACTION:CRAFT_BARKSTRIP_GEAR] starter armor

[PERMITTED_REACTION:CRAFT_LEATHER_ARMOR_PROPER] cow neck leather to cuirboulli armor
[PERMITTED_REACTION:CRAFT_LEATHER_HIGHBOOT_PROPER]
[PERMITTED_REACTION:CRAFT_LEATHER_GAUNTLET_PROPER]
[PERMITTED_REACTION:CRAFT_LEATHER_HELM_PROPER]

Silver and brass helper weapons and trapcomps, quite better than wooden ones:
[PERMITTED_REACTION:FORGE_SILVER_MACE]
[PERMITTED_REACTION:FORGE_SILVER_WARHAMMER]
[PERMITTED_REACTION:FORGE_SILVER_CRUDE_SPEAR]
[PERMITTED_REACTION:FORGE_SILVER_DAGGER]
[PERMITTED_REACTION:FORGE_SILVER_HANDAXE]
[PERMITTED_REACTION:FORGE_SILVER_CORKSCREW]
[PERMITTED_REACTION:FORGE_SILVER_SPIKEDBALL]
[PERMITTED_REACTION:FORGE_SILVER_SPIKE] too valuable, 3000!
[PERMITTED_REACTION:FORGE_SILVER_WOODCLUB]
[PERMITTED_REACTION:FORGE_BRASS_MACE]
[PERMITTED_REACTION:FORGE_BRASS_WARHAMMER]
[PERMITTED_REACTION:FORGE_BRASS_CRUDE_SPEAR]
[PERMITTED_REACTION:FORGE_BRASS_CORKSCREW]
[PERMITTED_REACTION:FORGE_BRASS_SPIKEDBALL]
[PERMITTED_REACTION:FORGE_BRASS_SPIKE]
[PERMITTED_REACTION:FORGE_BRASS_WOODCLUB]

Aluminum armor:
[PERMITTED_REACTION:FORGE_ALUMINUM_MAIL]
[PERMITTED_REACTION:FORGE_ALUMINUM_COIF]
[PERMITTED_REACTION:FORGE_ALUMINUM_GREAVES]
[PERMITTED_REACTION:FORGE_ALUMINUM_LOWBOOT]
[PERMITTED_REACTION:FORGE_ALUMINUM_GAUNTLET]

Metal trap blunts:
[PERMITTED_REACTION:FORGE_GOLD_WOODCLUB]
[PERMITTED_REACTION:FORGE_TIN_WOODCLUB]
[PERMITTED_REACTION:FORGE_LEAD_WOODCLUB]

Luxury beds by Deon Incorporated:
[PERMITTED_REACTION:FORGE_ADAMANTINE_BED]
[PERMITTED_REACTION:FORGE_ALUMINUM_BED]
[PERMITTED_REACTION:FORGE_BILLON_BED]
[PERMITTED_REACTION:FORGE_BLACK_BRONZE_BED]
[PERMITTED_REACTION:FORGE_BLACK_STEEL_BED]
[PERMITTED_REACTION:FORGE_BRASS_BED]
[PERMITTED_REACTION:FORGE_BRONZE_BED]
[PERMITTED_REACTION:FORGE_COARSE_IRON_BED]
[PERMITTED_REACTION:FORGE_COBALT_BED]
[PERMITTED_REACTION:FORGE_COPPER_BED]
[PERMITTED_REACTION:FORGE_ELECTRUM_BED]
[PERMITTED_REACTION:FORGE_GOLD_BED]
[PERMITTED_REACTION:FORGE_IRON_BED]
[PERMITTED_REACTION:FORGE_MITHRIL_BED]
[PERMITTED_REACTION:FORGE_MOON_SILVER_BED]
[PERMITTED_REACTION:FORGE_NICKEL_BED]
[PERMITTED_REACTION:FORGE_NICKEL_SILVER_BED]
[PERMITTED_REACTION:FORGE_FORGE_PEWTER_FINE_BED]
[PERMITTED_REACTION:FORGE_FORGE_PEWTER_LAY_BED]
[PERMITTED_REACTION:FORGE_FORGE_PEWTER_TRIFLE_BED]
[PERMITTED_REACTION:FORGE_PLATINUM_BED]
[PERMITTED_REACTION:FORGE_RED_STEEL_BED]
[PERMITTED_REACTION:FORGE_ROSE_GOLD_BED]
[PERMITTED_REACTION:FORGE_SILVER_BED]
[PERMITTED_REACTION:FORGE_STEEL_BED]
[PERMITTED_REACTION:FORGE_STERLING_SILVER_BED]
[PERMITTED_REACTION:FORGE_SUN_GOLD_BED]
[PERMITTED_REACTION:FORGE_ZINC_BED]

[PERMITTED_REACTION:DISMANTLE_WOOD_BED]
[PERMITTED_REACTION:DISMANTLE_WOOD_CABINET]
[PERMITTED_REACTION:DISMANTLE_WOOD_COFFER]
[PERMITTED_REACTION:DISMANTLE_WOOD_CAGE]
[PERMITTED_REACTION:DISMANTLE_WOOD_BARREL]
[PERMITTED_REACTION:DISMANTLE_STONE_BED]
[PERMITTED_REACTION:DISMANTLE_STONE_CABINET]
[PERMITTED_REACTION:DISMANTLE_STONE_COFFER]

[PERMITTED_REACTION:PERFORM_COMEDY]
[PERMITTED_REACTION:PERFORM_DRAMA]
[PERMITTED_REACTION:MEDITATE]
[PERMITTED_REACTION:DEBATE]
[PERMITTED_REACTION:PLAY_ROCKBALL]
[PERMITTED_REACTION:TRAIN_SWIMMING]
[PERMITTED_REACTION:CLEAN_POOL]
[PERMITTED_REACTION:ICE_TO_POOL]

[PERMITTED_REACTION:TRAIN_DODGE]
[PERMITTED_REACTION:TRAIN_SWORD]
[PERMITTED_REACTION:TRAIN_SPEAR]
[PERMITTED_REACTION:TRAIN_MACE]
[PERMITTED_REACTION:TRAIN_AXE]
[PERMITTED_REACTION:TRAIN_HAMMER]
[PERMITTED_REACTION:TRAIN_SHIELD]
[PERMITTED_REACTION:TRAIN_ARMOR]
[PERMITTED_REACTION:TRAIN_WOUNDDRESSING]
[PERMITTED_REACTION:TRAIN_SUTURING]
[PERMITTED_REACTION:TRAIN_BONESETTING]
[PERMITTED_REACTION:TRAIN_SURGERY]
[PERMITTED_REACTION:TRAIN_CRUTCHWALKING]

[PERMITTED_REACTION:ADAMANTINE_WAFERS]
[PERMITTED_REACTION:BLACK_STEEL_MAKING]
[PERMITTED_REACTION:STEEL_MAKING_PATTERNWELD]
[PERMITTED_REACTION:STEEL_MAKING_PATTERNWELD_MAGMA]
[PERMITTED_REACTION:HARDEN_IRON]
[PERMITTED_REACTION:HARDEN_IRON_MAGMA]
[PERMITTED_REACTION:STEEL_MAKING_CRUCIBLE]
[PERMITTED_REACTION:STEEL_MAKING_MAGMA_CRUCIBLE]
[PERMITTED_REACTION:RED_STEEL_MAKING_MAGMA_CRUCIBLE]
[PERMITTED_REACTION:BLACK_STEEL_MAKING_MAGMA]
[PERMITTED_REACTION:STEEL_MAKING_BATCH]
[PERMITTED_REACTION:STEEL_MAKING_BATCH_MAGMA]
[PERMITTED_REACTION:STEEL_MAKING_BATCH_BARS]
[PERMITTED_REACTION:STEEL_MAKING_BATCH_MAGMA_BARS]

[PERMITTED_REACTION:CHARCOAL_BURNING_BASIC]
[PERMITTED_REACTION:CHARCOAL_BURNING_FAIR]
[PERMITTED_REACTION:CHARCOAL_BURNING_GOOD]
[PERMITTED_REACTION:MAKE_TAR_AND_TURPENTINE]

--unravel clothes into thread, 2019-02
[PERMITTED_REACTION:THREAD_FROM_SOCKS]
[PERMITTED_REACTION:THREAD_FROM_SHOES]
[PERMITTED_REACTION:THREAD_FROM_TROUSERS]
[PERMITTED_REACTION:THREAD_FROM_BRAIES]
[PERMITTED_REACTION:THREAD_FROM_SKIRT]
[PERMITTED_REACTION:THREAD_FROM_SKIRT_LONG]
[PERMITTED_REACTION:THREAD_FROM_HOOD]
[PERMITTED_REACTION:THREAD_FROM_TURBAN]
[PERMITTED_REACTION:THREAD_FROM_GLOVES]
[PERMITTED_REACTION:THREAD_FROM_COAT]
[PERMITTED_REACTION:THREAD_FROM_SHIRT]
[PERMITTED_REACTION:THREAD_FROM_CLOAK]
[PERMITTED_REACTION:THREAD_FROM_CAPE]
[PERMITTED_REACTION:THREAD_FROM_TUNIC]
[PERMITTED_REACTION:THREAD_FROM_TOGA]
[PERMITTED_REACTION:THREAD_FROM_VEST]
[PERMITTED_REACTION:THREAD_FROM_DRESS]
[PERMITTED_REACTION:THREAD_FROM_ROBE]
[PERMITTED_REACTION:THREAD_FROM_KIMONO]

Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on September 05, 2021, 09:14:06 am
Some fps (simulation ticks per second) numbers, 3.2 GHz Core i5
Image of charts at https://twitter.com/Tomi_Tapio/status/1438859542272544768


20 pop 260 fps 2x2 nocave, fresh world
48 pop 144 fps 2x2 nocave, fresh world

47 pop 155 fps 2x2 embark, no caves opened
12 pop 62-74 fps 2x2 embark, no caves open, REAL BAD world overhead
23 pop 78-106 fps 2x2 embark, no caves1 opened, 80 fps after cave

57 pop 48-53 fps 2x2 embark, yes caves1 opened
72 pop 47-54 fps 2x2 embark, yes caves1 opened
55 pop 60-80 fps 2x2 embark, yes caves1 opened
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on September 17, 2021, 08:35:22 am
Ooh, a ZOMBIE ROC! Now that's rare!
Lasted 11 pages of combat, no casualties... less dangerous than a 300-2000 kg cave beast.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on September 28, 2021, 06:39:34 pm
New guest: Itzapel EmeHeramaito, Gnome Adventurer Ruined Corpse.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: axemangeorge on October 02, 2021, 02:27:12 pm
In my last fort v47.05d and also this one v47.05e, my dwarves keep falling down unconscious for no apparent reason. Then they get right back up, apparently none the worse for the experience. Like narcolepsy...

In the first fort I thought it was because my mist-generating waterfall was a smidge too powerful and was knocking them off the stairs. After much adjustment, nope, dwarves kept briefly going unconscious.

In the current fort, there's nothing environmental that seems to be causing it.

So, are they just drinking too much and passing out? Or possibly something else?
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on October 06, 2021, 09:55:52 am
I too have mystery "dwarf dies to trap corridor" incidents.
OldGenesis alcohol (especially cheap rotgut) is rather stronger that vanilla game's.
Maybe stealth magic by animated-corpse visitors? heheh.

---------------------------
Whoa, one food pot, 33 800 euros! Is it because the farm plot makes truffles? (mat_val 10)

Hey, a caravan brought a tame Living Rock! That's rare.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: axemangeorge on October 09, 2021, 08:58:53 am
Yeah, I think you're right about the rotgut. Oddly, a lot of the momentarily-narcoleptic are both aroused due to inebriation and nervous due to inebriation. Sounds like a bad singles bar...

Last Dusk Elf caravan brought me a tamed Phantom Raven. I haven't had good experiences with those... They're sad to be naked and drown themselves with booze in the tavern.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on October 12, 2021, 09:01:13 am
A "giantess keeper of the seal" arrives!(with megabeast announcement.) She does not fight the dwarven caravan.
She does not start a fight with us. Our axers and sworders put an end to her mad antics.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: Grimm Spector on October 14, 2021, 03:52:52 pm
Is there a way to run this with Masterwork?
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on October 19, 2021, 09:40:35 am
Is there a way to run this with Masterwork?
I'm afraid not.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on October 26, 2021, 10:34:19 am
Having a fort in "it's raining dwarf blood!" zone is causing significant tantrums and depression (about 10 of 80 dep)
in my tuned world. Also, gotta have Depot indoors because otherwise the bloodraine will scare away the caravaners.
Wonder if the blood rain hinders invaders.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: axemangeorge on November 07, 2021, 09:24:28 pm
Okay, so the whole rotgut/narcolepsy thing turned out to be a problem after all... I lost about a dozen citizens who passed out in the main entrance and fell onto weapon traps. Lesson learned!

I just witnessed an absolutely epic battle with a wyvern. Managed to get nearly everyone safely underground, closed the gates, and watched in awe as two full squads of experienced crossbow dwarves hit it with about 700 rocktip, bone, and copper bolts. Nearly every shot "glanced away" though they knocked off two of its toe-claws. So I deployed my Plan B: two captured deamon invaders and five large horses, all sprung from cages simultaneously. The first deamon stepped into a weapon trap and disembowelled himself. The second deamon managed to land two or three solid hits before the wyvern ripped it apart. Unfortunately, the crossbow squaddies massacred the large horses before they could do much more than panic.

Well, now the wyvern's at least slightly injured, surely some of the crossbow bolts will surely strike home? Like Bard's Black Arrow taking down Smaug, right? Well, another 250 or so bolts smacked into the wyvern -- only now instead of "glanced away" they're "fracturing the skin." (Meanwhile the manager's down in the metalworks screaming at the weaponsmiths, "Steel bolts! Lots, thousands, right now!")

The wyvern laid waste to our alpaca pens and survived the hundreds of "fracturing the skin," sort of like papercuts I guess? Eventually I gave up and sent in the Wrecking Crew, battle-hardened weaponsmasters one and all. They finally, FINALLY slew it after four pages of grievous wounds, dodging among the whizzing -large horse bone bolt-s. None of

We butchered it, preserved the hide. It must look like a sieve.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on November 13, 2021, 08:05:35 am
Yeah, our dragons don't have no Garbage Skin! They got Dragonskin! (barkstrips-fur-suede-cowleather-hide-demonskin-dragonskin leathers)
And some huge ones have been tagged trap-avoid, weapon trap too puny for them.

---------------

Got 1.3 million wealth, 100pop, finally a 15 beastman army comes. Their 2nd invasion force.
They kill one of our geese. The Goose God gets angry! A lightning bolt starts a grassfire.
Wooden cages burned. Frogman hops free. The beastmen slay the now-freed frogmen.

Siege is long. Main stairwell blocked by a burning Vile Scorpion carcass. We dig a new stairwell to the surface. Send 2.5 squads. Blood everywhere in the new dirt stairs.
We are victorious, but we lost 9 squad members.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on November 29, 2021, 01:46:24 am
next release changelog so far

Spoiler (click to show/hide)
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on January 04, 2022, 09:26:13 am
Hehehe, a "lizardfolk salamander thief" causes much trouble, because her firebreath starts a grassfire.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: axemangeorge on January 09, 2022, 11:15:56 am
Speaking of grassfires, I keep running into random bonfires on the surface. Almost as though s sneaky adversary is trying to sabotage my peach brandy industry… Specifically the material “bonfire” rather than the workshop. Dropped my panicked merchants perhaps?

In other news, I now understand why illithid are feared and loathed. I just watched 40 legendary and well-equipped squaddies succumb to a single outpost overseer. Half of them died in the fight. The other half managed to make it back into the fortress so at least they didn’t die under the Great Emptiness Above. 
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on January 18, 2022, 09:35:52 am
Speaking of grassfires, I keep running into random bonfires on the surface.
It's a feature -- certain wildlife has rare castes with itemcorpse: bonfire logs. To simulate randomstart grassfires and ANGRY GOOSE GODS.
Can dig anti-firespread ditches.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on January 29, 2022, 11:29:54 am
No water on surface, no aquifer, no water in caves?
No problem!
Use "milk into hospital water", "melt ice to water", "press water from plants" to supply your hospital.

About 370 people have downloaded the current OldGenesis mod.
Not enough changes for next release, yet.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: plexiglass on February 13, 2022, 01:10:50 pm
I used to play Genesis way back in the day and have recently gotten back into df, after a stint away, so this is right up my alley.

I have moved the raws and merged inits and configs into PeridexisErrant's Starter Pack for the convenience and dfhack/utilities. Everything seems to be working fine as far as startup goes, and I can load and embark in the included region alright but I'm having a lot of trouble generating new regions with the provided profiles and once it eventually manages to bring one all the way to history generation (after over a thousand rejects) it either crashes during that history generation phase after a couple hundred years or after choosing embark. I'm trying to embark over a water fall, but I don't think that would be an issue.

Is this expected behaviour with the crashes and everything? I'm tentatively assuming it isn't, but I'm not sure.
It's probably an incomplete or overzealous merge because I'm trying to make it work with Vettlingr
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on February 16, 2022, 05:15:01 am
Is this expected behaviour with the crashes and everything? I'm tentatively assuming it isn't, but I'm not sure.
It's probably an incomplete or overzealous merge because I'm trying to make it work with Vettlingr
World gen crashes on me sometimes; nothing major though.
Body parts especially may conflict with other mods, and dwarf castes.
I would expect 40-60 minutes of WinMerge (code comparison tool) work to combine the two mods.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on May 05, 2022, 10:20:24 am
Yay, a Dusk Elf siege. Only four elfos though.
I'm making aluminum and lead cauldrons and earrings.

If you worry about OldGenesis "natural" grassfires, dig some moats or place some roads / pavements.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on June 05, 2022, 07:48:47 am
The alcohol tunings:

Code: [Select]
[SYNDROME] --new with 0.42.01. Medium quality, Tomi's tunings:
[SYN_NAME:inebriation]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]

[CE_NAUSEA:SEV:35:PROB:60:SIZE_DILUTES:START:220:PEAK:480:END:1000:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:15:PROB:40:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:95:PROB:10:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]

[CE_ERRATIC_BEHAVIOR:SEV:59:PROB:50:SIZE_DILUTES:START:80:PEAK:120:END:320:DWF_STRETCH:4]
[CE_IMPAIR_FUNCTION:SEV:20:BP:BY_TYPE:BREATHE:ALL:PROB:20:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]

[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:35:FACET:CONFIDENCE:35:FACET:POLITENESS:-45:FACET:THOUGHTLESSNESS:45:PROB:100:SIZE_DILUTES:START:90:PEAK:280:END:1080:DWF_STRETCH:4]

[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:18:PROB:30:SIZE_DILUTES:START:10:PEAK:120:END:680:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:12:PROB:20:SIZE_DILUTES:START:10:PEAK:320:END:680:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AFFECTION:SEV:8:PROB:20:SIZE_DILUTES:START:10:PEAK:120:END:680:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AROUSAL:SEV:8:PROB:10:SIZE_DILUTES:START:10:PEAK:120:END:680:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:ELATION:SEV:8:PROB:17:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:FREEDOM:SEV:8:PROB:17:SIZE_DILUTES:START:10:PEAK:220:END:780:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HOPE:SEV:8:PROB:12:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HAPPINESS:SEV:8:PROB:10:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]

negative for stress balance:
[CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:395:PROB:85:START:10:PEAK:30:END:180:DWF_STRETCH:2]

lousy carrot wine etc:
[SYNDROME] --rotgut, lousy
[SYN_NAME:rotgut drinking]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_NAUSEA:SEV:95:PROB:90:SIZE_DILUTES:START:220:PEAK:480:END:1000:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:155:PROB:90:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:35:PROB:10:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4] too weak to unconscious you.
[CE_ERRATIC_BEHAVIOR:SEV:55:PROB:90:SIZE_DILUTES:START:80:PEAK:120:END:320:DWF_STRETCH:4]
[CE_IMPAIR_FUNCTION:SEV:20:BP:BY_TYPE:BREATHE:ALL:PROB:80:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:35:FACET:CONFIDENCE:35:FACET:POLITENESS:-45:FACET:THOUGHTLESSNESS:45:PROB:100:SIZE_DILUTES:START:60:PEAK:180:END:1380:DWF_STRETCH:4]

whiskey and rum and other finest:
[SYNDROME] --Best quality alcohol, Tomi's tunings:  Less chance in 2021-02 tuning.
[SYN_NAME:lovely alcohol]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_UNCONSCIOUSNESS:SEV:55:PROB:5:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:25:FACET:CONFIDENCE:25:FACET:POLITENESS:-25:FACET:THOUGHTLESSNESS:25:PROB:100:SIZE_DILUTES:START:10:PEAK:220:END:1780:DWF_STRETCH:4]

[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:22:PROB:30:SIZE_DILUTES:START:10:PEAK:120:END:780:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AFFECTION:SEV:8:PROB:15:SIZE_DILUTES:START:10:PEAK:120:END:780:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AROUSAL:SEV:8:PROB:10:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:ELATION:SEV:8:PROB:15:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:FREEDOM:SEV:8:PROB:25:SIZE_DILUTES:START:10:PEAK:220:END:780:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HOPE:SEV:8:PROB:15:SIZE_DILUTES:START:10:PEAK:120:END:780:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HAPPINESS:SEV:8:PROB:25:SIZE_DILUTES:START:10:PEAK:120:END:780:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:DELIGHT:SEV:39:PROB:20:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:RELIEF:SEV:32:PROB:40:SIZE_DILUTES:START:10:PEAK:220:END:580:DWF_STRETCH:4]

negative for stress balance: WHAT IF THE BOOZE RUNS OUT?
[CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:195:PROB:20:START:10:PEAK:30:END:180:DWF_STRETCH:2]

Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on July 04, 2022, 08:06:01 am
Hey. Hope some of you 30 to 130 people are still enjoying OldGenesis mod.
Next balance-tweak release coming in two or three months.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on July 28, 2022, 08:33:44 am
- Remember the "cremate bodyparts" feature of the Kiln. Reduces clutter. Damn teeth everywhere.

- way too many logs? Convert 8 logstacks to two barkstrips-leather. Then can make clothes and equipment from the wood.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on August 25, 2022, 08:20:41 am
Interesting. An army of four goblin-named dwarves attacked our 83-dorf town. Damn they were strong; we have many cripples now.
And right afterwards, 14 deamons and 14 beak dogs invade!
All our heroes and recruits fell! (no trap corridor or drawbridge cheating)

The remaining 8 deamons left. Our heroes did save many of us. But we are down from 83 citizens to 51. Down to 48.
Time to melt some armors. Down to 43 due to cave beasts.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on September 22, 2022, 08:56:55 am
Agh why are there "leaper empty ones" in my inn?
Oh, a "nord bard necromancer", worst possible guest...
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: Rumrusher on September 30, 2022, 10:23:44 am
Picked up this mod after a good amount of dfhacking only to just remember night maidens, given my past research on bogeymen, it's probably possible to move one into a player's fort, which would be an interesting story to tell... then I read the raws of them and realize the fort would be filled with giggles and sighs coming from some assigned metalsmith.
(https://cdn.discordapp.com/attachments/302956330304667649/1025385314186956830/night-maidens-genesis-mod-post-joining-the-fort.png)
 floating off the ground and being an anti-social grouch to anyone who even talks to them.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: Jackledead on October 20, 2022, 05:17:07 pm
Hi. Huge fan of yours and Deon's work. I'm working on some stuff and I noticed nords and keepers are not geldable like humans from vanilla. Is this on purpose?

best wishes
-Jackledead
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio on October 25, 2022, 08:46:47 am
Citizens are not geldable, in general.

Note to self: four "kobold wrestler pale one" equals four large megabeasts. Ouch. They dodge insanely well.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: rabiid on November 02, 2022, 08:19:29 pm
Hey, mod looks really interesting. My question is, since i see it doesnt come with Lazy Newb Pack am i right to assume its not compatible? (sorry if this has been asked before)

Would love to try it but i have only used lazy newb pack, and am not familar with how to set up up dwarf theripist sound sense ect (although im sure there are tutorials..

Thank you for the hardwork over these years mate, kudos.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio 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.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: TomiTapio 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.
Title: Re: [47.05e] OldGenesis mod August small tuning
Post by: Rumrusher on November 19, 2022, 10:16:27 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.

Ok so on the subject of dfhack if you install dfhack on it's own I think it would work normally, I remember playing one of the recent deon oldgenesis saves in dfhack installed df copy with no issues.
though it was 47.05 r7 version.
Title: Re: [47.05e] OldGenesis mod Aug2021 tuning
Post by: Deon on December 07, 2022, 09:19:19 pm
I've started porting Genesis to the Premium version. It will take a lot of time, considering the complexity of raw replacement and graphics, but there's already progress.
Title: Re: [47.05e] OldGenesis mod Aug2021 tuning
Post by: GM-X on December 07, 2022, 09:22:51 pm
I've started porting Genesis to the Premium version. It will take a lot of time, considering the complexity of raw replacement and graphics, but there's already progress.

He lives! Welcome back to the party.

p.s. There will be select updated Genesis magic in DA:5 at release which should be soon.
Title: Re: [47.05e] OldGenesis mod Aug2021 tuning
Post by: Deon on December 07, 2022, 09:50:14 pm
My main issue with the time it will take is this:
- Each caste needs separate graphic declaration for each bodypart and item overlay.
- Each new item needs a separate graphic declaration for each creature that can wield/wear it.

It will be tough. But I will try my best.
Title: Re: [47.05e] OldGenesis mod Aug2021 tuning
Post by: GM-X on December 07, 2022, 09:56:42 pm
My main issue with the time it will take is this:
- Each caste needs separate graphic declaration for each bodypart and item overlay.
- Each new item needs a separate graphic declaration for each creature that can wield/wear it.

It will be tough. But I will try my best.

Mmmm, but is graphic declaration for each body part and item overlay absolutely necessary?
Title: Re: [47.05e] OldGenesis mod Aug2021 tuning
Post by: Deon on December 07, 2022, 11:30:21 pm
Yes, otherwise it's blank and not visible.
Title: Re: [47.05e] OldGenesis mod Aug2021 tuning
Post by: Deon on December 10, 2022, 01:22:56 am
The first module is out, for the dwarven castes.

https://steamcommunity.com/sharedfiles/filedetails/?id=2899792742
Title: Re: [47.05e] OldGenesis mod Aug2021 tuning
Post by: TomiTapio 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.

Title: Re: [47.05e] OldGenesis mod Aug2021 tuning
Post by: Deon on December 10, 2022, 08:00:24 pm
I am using your balance-tuned Old Genesis. I tried it and liked the feel more, and the amount of work you've put into that is very clear.
I did remove a couple of extra castes such as Domple but I may bring them back later. I was focused on making graphics for the old castes work first.

I do want to redo some stuff (like change ironworks to raw ore -> pig iron -> cast iron -> wrought iron), but I need to update graphics for that.
I will also likely tweak small things and drop some small things, if you do not mind.

Besides that, since adding every item and race now demands TONS of overlay sprites and code to make them work, it will be a slow path :D.

I've credited you because I really appreciate the time you've put into making it work so well.

Could you explain the 0 cost of the stone template?

Quote
At some point I'll upload old-DF 0.47.05f, which is just balance tuning over 05e.
Would you mind sharing that with me once it's done, and can I use it?
I would also like to add you on Steam in the list of authors once it's uploaded if it's OK with you.
Title: Re: [47.05e] OldGenesis mod Aug2021 tuning
Post by: TomiTapio 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.
Title: Re: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--
Post by: TomiTapio on December 11, 2022, 11:50:46 am
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.
Title: Re: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--
Post by: Deon on December 13, 2022, 08:03:01 pm
What's up with "axer"/"pikeloser"? I barely noticed it :D.

I will try to move nords closer to the cold areas, and maybe experiment with danish language. I will make an optional switch to Finnish because both languages look great, but in my mind the danish suits just a little bit better, considering the Dane Axes :). Maybe there will be Nord variations I will make.

The new release is coming up very soon, I pulled a couple of all nighters to make it work.
Title: Re: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--
Post by: TomiTapio on December 27, 2022, 01:28:31 pm
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.
Title: Re: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--
Post by: TomiTapio on January 24, 2023, 01:37:58 pm
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.
Title: Re: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--
Post by: Ziusudra on January 24, 2023, 07:01:29 pm
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 (https://dwarffortresswiki.org/index.php/Echidna#Bugs).
Title: Re: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--
Post by: TomiTapio on January 25, 2023, 12:23:33 pm
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 (https://dwarffortresswiki.org/index.php/Echidna#Bugs).
Thanks. All those are now cannot_undead tagged.

Wow, an illithid/mindflayer "outpost mind poet" guest! It... is... disgusting.
Title: Re: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--
Post by: Shonai_Dweller on January 27, 2023, 01:17:44 am
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 (https://dwarffortresswiki.org/index.php/Echidna#Bugs).
Thanks. All those are now cannot_undead tagged.

Wow, an illithid/mindflayer "outpost mind poet" guest! It... is... disgusting.
Is that what cannot_undead does?
Makes perfect sense, but wiki inexplicably says "Acts like [NOT_LIVING], except that [OPPOSED_TO_LIFE] creatures will attack them."

--edit
Hmm. OK. So reading not_living that sort of makes sense actually. Fair enough.
Feels like it should be written the other way around...
Title: Re: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--
Post by: TomiTapio on February 01, 2023, 12:30:16 pm
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.
Title: Re: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--
Post by: TomiTapio on April 23, 2023, 07:45:02 am
Still alive, but not really updating OldGenesis-nonsteam version. Might eventually.
Where is the link to Deon's Steam-DF-Genesis?