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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Deon on May 19, 2012, 02:07:26 pm

Title: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on May 19, 2012, 02:07:26 pm

(http://i.imgur.com/SC4ZU.png)

(http://img.ie/mdyt3.png)

(http://img.ie/0o9zz.png)
(http://img.ie/8ttab.png)  (http://img.ie/0t3i2.png)  (http://img.ie/ezo2m.png)

>>>> Download "DF Genesis Reborn" <<<< (http://dffd.wimbli.com/file.php?id=7674)




LORE


Genesis is a world of dark fantasy, within a constant state of battle between good, evil and those who cannot decide. The world is being consumed by the Void, another world released into the creation by an event called Worldbreak. Here's a brief story of some races which explains the state of the world.

Dalesmen:
  Once there was Great Empire which spanned the whole world and was immensely strong. However with strength and size comes a corruption, and with a corruption come evil plotters. Their leaders at the time desired the ability to bypass death in order to live forever thus avoiding the eternal slumber. It was this darkness in their hearts which lead them to poison their own King and thus begin a war that would create the Undead Legion. Now the city-states of Dalesmen, a splinter of the former glory, must continue to rebuild while finding a way to fight the evil they allowed into the world.

Undead Knight-lords (Fallen):
  When the Great King was poisoned by Void elixir he died. But his soul came into the Void empowered by the magic of the elixir, so it found its way back and brought other souls with it. They entered their former bodies and woke up from the slumber of death.
  Now fallen are a large group of undead that travel the land claiming all that they come across. Those that fall in battle to their blades will rise again to fight against their former comrades. These Knights are still lead by the fallen heroes of the ancient Dalesmen. Their lust for power has driven them through the ages as they search for a means to share their "immortality" with everyone.

Void dwellers:
    When the Great Empire realised that their king is an undead lord and what they have done, they tried to make a pact with void speakers, a lonely group of cultists who were leading a reclusive life in the Cavern of Woe. The knights captured their high priests and ordered them to conduct a divination to banish the undeath from the creation.
    The high priest Merrilith tried to explain that the dark magic which keeps the Undead King alive is being channeled from another place where the souls of dead people go and it cannot be simply severed from the creation. In rage the knight lord has beheaded Merilith and declared that if the cultists do not break the tie and do as they are ordered to, they will be all slaughtered. In grim silence the void speakers have conducted a ritual which sealed the channel between the void and the creation, taking the power from the Undead King and killing him in an instant.
    However the dimensional strain started to build up and grow, and after a few years the ties hastily strapped on the pattern of the creation became loose and the void has spilled into the creation, causing the Worldbreak and tainting major regions of the world which became evil and forbidden for living. Strange creatures began to dwell there, and a cruel race of Void dwellers has crept into our world.

Dwarves:
  Dwarves are an ancient race, born by the mountains itself. All dwarves used to live in a huge mountainhome and were a mythical race to most living. They were hardy workers and defenders and there were thousands of them, living in harmony and digging the stone like ants in a huge ant mound. They almost never left their mountain and avoided contacts with any outside races.
When the Worldbreak happened, dwarven elders decided to seal off their Mountainhome from the outside world completely and move into depths, closer to the warmth of the mother earth. That was the doom of the grand settlement.
  Hardy miners discovered shining rocks which they could barely chip with their pickaxes. Upon further examination it appeared to be an ore of extremely strong and light metal, and the greed was born. Here and there dwarves were digging around like mad, trying to find more of the precious ore they called adamantine. However one day the pick hit an adamantine vein and it sounded like the vein was hollow...
  After the fall of the grand mountainhome small groups of dwarven migrants fled into the outside world, terrified and lost. They formed new kingdoms which were nowhere close to the cradle of the civilization. The name of the place was itself forbidden and forgotten, and new fortresses were named by combining random names to avoid any possibility of the recreation of the cursed name. Now it's in the hands of dwarves to rebuild that which was lost and find a new future.


Races

Neutral
- Dalesmen: castle builders and townsfolk, a good source of income and protection. Trigger: 20 dwarves.
- Dherim: desert-dwelling slavers, they will bring you curious goods and all possible animals from their menagerie. Trigger: 100000 exported wealth.
- Dwarves: your own brothers and sisters, they will send you migrants and trade with you. Trigger: none.
- Nords: strong northern humans, they will trade you during harsh seasons and they love ale as much as dwarves do. Trigger: 20 dwarves.
- Sylvans: children of the forest, they will dislike you for cutting trees and trade a lot of cloth. Trigger: 50000 created wealth, 20 dwarves.

Hostile
- Merfolk: stupid aggressive amphibians who can only craft leather armor. They will raid you often.
- Serpentfolk: evil snakemen with a deadly bite. They inhabit savage wetland and will be quite pleased to kill your dwarves.
- Bandits: outlaws, brigands and other filth who will try to become rich by plundering your stashes. Trigger: 25000 exported wealth. Siege: 200000 exported wealth.
- Goblins: vile barbarians and brigands, they will attack you in big numbers to loot and plunder. Trigger: 50000 created wealth, 20 dwarves. Siege: 80 dwarves.
- Fallen: undead creatures which want your lifeforce. Revenants, shamblers, liches and fallen footpads will siege you to gnaw on your bones. Trigger: 50000 created wealth, 20 dwarves. Siege: 1000000 created wealth, 80 dwarves.
- Kensari: a race of nature-lowing hostile centaur raiders. They use good bows and they are large and strong. Trigger: 5000 exported wealth, 50 dwarves. Siege: 25000 exported wealth, 80 dwarves.
- Ratkin: a cowardly race of rat-like beastmen who will try to steal your wealth. Trigger: 20 dwarves. Siege: 80 dwarves.
- Void dwellers: a race from the other world, coming into the creation to turn it into their playground. They are resistant to weapons but weak to moonsilver. There are 5 castes: banshee, mindflayer, shadowlord, slender, voidmaster, wight. Trigger: 1000000 created wealth, 80 dwarves. Siege: 3000000 created wealth, 110 dwarves.


Entities have different weapons and armor. For example, dwarves get full helms and dwarven platemail, which gives them the best armor amongst other races.
All civilizations build tombs.


Adventure mode building/mining/crafting

- Warmist's AdvFort plugin is included and customized, and custom adventurer reactions are tweaked to fit it. Check the manual to read how to do all the new stuff.

Now in adventurer mode you can make everything you could make in Fortress mode. Press Ctrl-X to select jobs. But read the manual, seriously, there's not a lot, just interface explanation you will need.


War gear

- Different races have access to different weaponry and armor.
- There're different types of swords, axes, hammers etc. which range in size, shape and utility value.
- Different armor preferences make races different. Barbarians prefer to wear light leathers and cover only some parts of the body with armor, nords wear some armor but replace some of it with warm clothes, dalesmen prefer full heavy plate suits and undead wear what they kept on their bodies in disorder.
- There's always a chance to score a critical chance through armor. Every armor has a chance to be passed by an attack (simulating a hit in a joint/under edge etc) which is really slow, but gives you a chance to kill even an armored opponent like a dalesmen knight. Better gear has better coverage, with full helms and dwarven plates being the best against it.
- You can use a coating vat to coat spears, bolts and arrows in plant poisons and animal venoms. It can drastically change the outcomes of your fights.


Automatons

- Make iron and bronze centurions, let them rip enemies apart!
- Make clockwork spiders, they will clean your dwarves and hunt vermin!
- Make clockwork cannons. If you ever wanted flamethrowers on your walls, you can get them now.
- Turn wounded dwarves (or vampires) into Remade, part-dwarves, part-automatons.
- Alternatively move dwarven souls into a bronze frame, turning them into clockworks, fully functioning mechanical dwarves!


Fauna

- Creature rebalance: removal of overly specific creatures, unique animals with specific roles and abilities.
- RPG-style animalmen: hunters, foragers, shamans etc. of different unique animalmen (like owlbears, lurkers, anubites) will make encounters diverse and more tactical.
- Creatures have tiles named after their type (in ASCII), not first letter of their name. Check the manual for a complete list.
- Removal of giant animals and animal-men to leave room for fantasy creatures.
- Unique caverns: caves with slimes, underground jungle with amphibians and bees, abyss growing from deep caverns
- Fairy dragons and living plants in good regions.
- Vermin rebalance: less specific vermin, more vermin to fish (fish, toads, frogs, turtles), some vermin bite (mosquito, leech) etc.


Venoms

- Animal venom glands can be gathered from butchering of multiple different creatures, even if they are not poisonous per se.
- Venom glands are considered "plants" and are stored as such; use plant processing job to get venoms as extracts from them.
- Agony venom glands come from: spore colonies, thallids, salamanders, green slimes.
- Fever venom glands come from: rats, sand rats.
- Hex venom glands come from: zauri, kodo beasts, pekyts.
- Madness venom glands come from: gully shriekers, red slimes.
- Paralysis venom glands come from: black spiders, monstrous spiders, scorpids, scorpions, deep spiders.
- Sepsis venom glands come from: monitors.
- Sleeping venom glands come from: saprolings, blue slimes, bog frogs.
- Weakening venom glands come from: scarabs, deep spiders.

Flora

- Different types of wood (common/fair/rare) with different value.
- Lots of different plants for subterranean and aboveground farming. Bread baking and candy making.
- Aboveground plants:
Spoiler (click to show/hide)


Alchemy

Reactions in alchemical still:
15 of Feline Grace Mix (boosts agility): 5 shrooms, agony venom gland.
15 of Focusing Concoction (boosts skills): 5 shrooms, hex venom gland.
15 of Ox Strength Compound (boosts strength and toughness): 5 shrooms, weakening venom gland.
15 of Speed Fudge (boosts speed): 5 shrooms, sleeping venom gland.
15 of Wondrous Medicine (boosts recuperation, removes pain): 5 shrooms, fever venom gland.


Dragons

- Five types of dragons: dracoliches, ember dragons, white dragons, storm dragons and green dragons.
- Dragons can impersonate gods, lead civilizations and write books.
- Dragons grant mortals secrets based on their type.


Secrets

- Five unique secret types: nature secrets, secrets of death, secrets of disease and blight, eldritch secrets, secrets of storms and lightning and pyromancy.
- Secrets are granted by gods and dragons.
- Unique spells for druids, necromages, blight prophets, wizards, stormbringers and pyromancers granted by those secrets.


Religion

- Earth, Air, Water, Fire and Aether temples.
- Spend earth/fire/air/water/aether crystals to summon powerful creatures, golems and demons to fight for you.
- Make it rain! Make it snow!
- Grow all saplings on map, get nature blessings and turn dwarves into druids!
- Alternatively turn dwarves into cultists, undead won't be bothering those. Create a death god fortress!
- Craft powerful magical equipment. Caps of invisibility, belts of strength, wands of fireballs and many more items await you.


Flavor

- Many different new lines have been added to speech files, you will notice it as soon as you start an adventurer and start talking/killing people.
- New engraving and decoration types have been added.


Geology

- Complex geology: dozens of new mineral and rock types to make the mining more interesting.
- Compact peat as fuel and goethite (bog iron) as an iron source in swamps.
- Anthracite as the best mineral coal avaliable. Lignite gives 5, bituminous coal 8 and anthracite 10 coke.
- Meteorites which net meteoric iron.


Workshops

There is a big amount of new workshops added to the mod. Check the manual for almost complete list, it should be always up to date.




Credits

DfHack (http://www.bay12forums.com/smf/index.php?topic=91166.0)
Meph - constant dialogue, support and great mood giver.
Putnam - DFHack utility scripts, worldgen maps.
Rumrusher - companion order plugin and tweaks.
Warmist - advfort, adventure mode fortress mode script.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 1)
Post by: Deon on May 19, 2012, 02:09:31 pm
Alright, let this post be a small placeholder in case I need it.

Also notice that there's a lot of stuff to do, but I would like you to discuss the current creature balance and leave a general feedback about the new hostile races.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 1) - TomiTapio, I choose you!
Post by: Deon on May 19, 2012, 03:38:02 pm
I plan to call normal people "dalesmen", what do you think? I'm adding nords now, so a different name for humans is needed.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 1) - TomiTapio, I choose you!
Post by: jaxy15 on May 19, 2012, 03:45:22 pm
Seems interesting. Will this be like an update to Genesis, or a completely new mod?
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 1) - TomiTapio, I choose you!
Post by: Deon on May 19, 2012, 05:15:58 pm
It's the Genesis from scratch :). I organize everything better and try to achieve what I haven't. So yeah, it will be the old genesis without unnecessary parts and with new possibilities.

I will release an update very soon.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 1) - TomiTapio, I choose you!
Post by: Mrhappyface on May 19, 2012, 05:19:05 pm
I guess that mean Post-Apoc will be put on hold.  :(
But whatever, new Genesis is still pretty awesome.  :D
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 1) - TomiTapio, I choose you!
Post by: sackhead on May 19, 2012, 05:23:20 pm
i love the name dalesmen, it is a lot better then keeper
with the different types of wood will they keep the name of the tree?
i.e if I cut down oak will i get "oak fair logs" or just "fair logs"
and will you have something smiler to the leather system  which was one of my favorite parts of genesis
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 1) - TomiTapio, I choose you!
Post by: Deon on May 19, 2012, 05:55:18 pm
You get normal wood names, but you can check the manual to learn the price of your wood :).

I will make generalized leather system (suede/leather/exotic leather/strong leather/reinforced leather/hide/dragonscale) but it will take a while. I want to fill the fantasy creatures first.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 1) - TomiTapio, I choose you!
Post by: Meph on May 19, 2012, 06:19:04 pm
He, you are really doing this. Start Genesis from scratch. Wow. Hope you can avoid all old mistakes and do the mod you wanted in the first place.

I really like how you use the trick with natural skills to make custom sprites for you races and actually mix creatures in them. I always thought that this would only work for unarmed creatures. But it seems that a high natural skill ensures that a creature gets the fitting weapon assigned if the entity has access to it. Or would you still get an troll with high natural skill in one combat skill, but then gets assigned a crossbow, and appears as a goblin sprite ingame ?
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 1) - TomiTapio, I choose you!
Post by: Deon on May 19, 2012, 06:23:20 pm
The game randomizes skills on creatures and then gives them weapons. If a creature already had a skill, it appears with an appropriate weapon. It won't give an unappropriate weapon, and I don't think it will give another weapon skill if the creature already has one.

I am not 100% sure what happens with weapon masters who are leaders of squads though, I should test it. But I think creatures level their main skill in world gen, and since they already start with main skills, it should not deviate.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: Deon on May 19, 2012, 06:31:07 pm
Alpha 2:
- Renamed elves to sylvans.
- Renamed humans to dalesmen.
- Added nords.
- Caps are now leather-only. Leggings are removed.
- Added skullcap, kettle helm, winged helm, horned helm and full helm. Full helm provides most protection, dwarven only.
- Added dwarven plate. Dwarven plate covers torso and arms, unlike breastplate.
- Added plate leggings and mail leggings.
- Shields are separated by type: round shields, kite shields and spiked shields. Assigned them to entities.
- Added a bunch of nord-related weapons (ice axe, dane axe, seax, bearded axe, thunder hammer).
- Tweaked some weapon stats.
- Undead and barbarians undergo biome and item rebalance. Undead have a bunch of stuff from different entities (because corpses can come from anywhere).
- Added plants and grasses from Genesis 3.
- Added bread baking and candy making.
- Craftdwarf's workshop can now make rocktip arrows/bolts, rock axes, rock mauls and rock spears.
- Kiln can burn butchery waste (hair, nerves, cartilage etc.) and vermin remains.
- New building "stonecutter". It can grind worthless rocks, make magmasafe mechanisms, split large gems and a few things more.
- Much better square ASCII tileset, natural color scheme and color balances for vegetation.


It's almost 4 AM here, so I haven't added info about aboveground crops to the manual file. But I've added the info about subterranean, so you should not be in danger :). Also you can check the old genesis site for the info on aboveground plants.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: feralferret on May 19, 2012, 08:44:59 pm
Do you intend to simplify materials with this mod? I've always preferred Genesis to Masterwork just because I really enjoy having the various named types of leather, wood, meat, etc (that and it's a great mod all around). An <insert cuddly animal here> bone chair is much more fun than a generic 'bone chair', imo. :P

Sounds great so far, looking forward to trying this out!
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: Deon on May 19, 2012, 09:15:58 pm
They will be creature-specific, but there will be different types of leather.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: Putnam on May 19, 2012, 09:36:50 pm
Why have rocksmashing now that rocks are more precious? I mean, I do have a rock salt smashing reaction in my science mod, but that's for culinary purposes
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: sirquote on May 19, 2012, 09:53:33 pm
Simply awesome.  8)
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: Deon on May 19, 2012, 10:38:42 pm
Why have rocksmashing now that rocks are more precious? I mean, I do have a rock salt smashing reaction in my science mod, but that's for culinary purposes
Why not? It's just an option. I always end up with too many rocks.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: Meph on May 20, 2012, 12:34:32 am
I thought about adding this, and a blockfactory for each type of rock, as well, but decided againt it, for two reasons:
A: It is rather pointless with the recent changes, or at least 25% less usefull then before.
B: All stone used as a reagent is marked economic, so players have to manually enable "red" stone from the stocks screen in every fortress.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: Deon on May 20, 2012, 05:30:45 am
Yep, WORTHLESS_STONE_ONLY is the best way to do it without screwing up the economic stone list.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: Arbinire on May 20, 2012, 08:25:06 am
I'm glad you're focusing on Genesis again, Deon, but I'm sad that there wont be anymore orc caravans with tasty weapons :'(
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: Deon on May 20, 2012, 09:03:48 am
There will be quite a lot of new things though :).
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: Dohon on May 20, 2012, 09:34:24 am
What are your plans regarding Dwarf castes, Deon? And are you going to use the Dwergi or aren't they feasible?
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: TomiTapio on May 21, 2012, 03:36:13 pm
Oh hai.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: arghy on May 21, 2012, 05:12:54 pm
Ohgod can you upload a graphic tileset version? or explain how to install a graphics pack hahaha i swear its like fucking rocket science thrown on top of quantum physics--i still cant play with ACSII.

I loved your mod because it had tons of things to kill since vanilla gets boring fast without true carnage of multiple hostiles siegeing--will you be adding beastmen/werewolves or does the undead fill the niche of weak hordes? I love the idea of dwarven plate! could you also add bulwark shields that cover a larger area but are heavier? I want to open my drawbridge and let the undead hordes see 30 dwarves clad in full plate with behind giant square shields with mine carts filled with giant spinning blades sailing over their heads into the mass.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: trees on May 21, 2012, 05:17:45 pm
Just started a fort in a savage savannah. The dwarven civ is at war with the local sylvans and I dialed back the attack triggers for the barbarians, undead and titans quite a bit, plus there's a necromancer tower on the horizon. Should be fun! I'll let you know how it plays out and if I run in to any bugs. Very excited to see this.

E: Seem to be getting a consistent crash a bit after the first caravan starts unloading at the depot. Probably not mod-related.
Title: Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
Post by: Deon on May 22, 2012, 12:29:34 am
It could be mod-related if there was a creature arriving on the map which crashes the game, I did not check ALL new creatures after reorganizing them, so I will in a moment.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
Post by: Deon on May 22, 2012, 01:26:26 am
Just a little update tp 0.31.10 to fix some glaring problems. Save compatible with your 0.31.09 saves (I look at you trees :) ).

- common snapping turtle -> snapping turtle.
- foxes and gray foxes have proper names.
- fixed invisible nords.
- added pegasi and unicorns.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
Post by: Asra on May 22, 2012, 09:23:12 am
Hey Deon, in the Manual the data on all the above-ground plants seems to be completely blank aside from the listing. Planning on filling that in at some point?
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
Post by: Tirion on May 22, 2012, 10:06:27 am
I managed to corrupt my 34.09 old genesis world by updating to .10, so I'm trying this out now. ... how long until a phoebus version with compatible dfhack and therapist?
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
Post by: Deon on May 22, 2012, 11:33:33 am
Hey Deon, in the Manual the data on all the above-ground plants seems to be completely blank aside from the listing. Planning on filling that in at some point?
Yep, as I said I barely manage my time with all the paperwork I have to do to start working on my new job, and exams along the way :).

I managed to corrupt my 34.09 old genesis world by updating to .10, so I'm trying this out now. ... how long until a phoebus version with compatible dfhack and therapist?
Probably in a few days. I need to add some stuff to make it more or less complete first (an extensive list of fantasy creatures and the corruptors' civ), and then I will release graphical versions.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
Post by: trees on May 22, 2012, 04:12:18 pm
Updated, but I'm still getting the crash. Oh well, I'll gen a new world later. I had been getting a lot of buggy behavior earlier (like dwarves getting in to combat with nothing and falling over whenever they went down a certain ramp) so it's not too surprising. I guess there's still stuff for Toady to iron out.

Anything in particular you need to test or could use help with, Deon?
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
Post by: TomiTapio on May 23, 2012, 07:28:46 am
Trying this a little now. Tried to make home in Dolomite & Kaolinite.
Workshops refuse to use Dolomite stone, even after make it green in stocks/stone. Marble, another flux stone, is usable.

Cobaltite seems too plentiful (using mineral_scarcity:1500).

Edit: DF froze (crashed) when had first caravan in depot, and two kobold thieves came.
Errorlog says: Unrecognized Inorganic Token: PURE_IRON        Unrecognized Inorganic Token: WHITE_BRONZE but such materials are not in the raws! Oh, those were from my copied-over embark config.

Also, stupid earlier kobold thief stabbed the only smith dead, dagger to brain. How about using the three-part brain mod?

Edit2: not sure if r = opossum, U = buffalo, u= sheep is proper.
Deer too slow, dwarves hunted it down by running. With their dwarfy legs.
Edit3: crossbow fail, first wooden bolt into kobold made it fall down and faint from pain. Lower arm bone chipping, too much pain it seems.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
Post by: Tirion on May 23, 2012, 09:12:38 am
Trying this a little now. Tried to make home in Dolomite & Kaolinite.
Workshops refuse to use Dolomite stone, even after make it green in stocks/stone. Marble, another flux stone, is usable.

Cobaltite seems too plentiful (using mineral_scarcity:1500).

Edit: DF froze (crashed) when had first caravan in depot, and two kobold thieves came.
Errorlog says: Unrecognized Inorganic Token: PURE_IRON        Unrecognized Inorganic Token: WHITE_BRONZE but such materials are not in the raws! Oh, those were from my copied-over embark config.

Also, stupid earlier kobold thief stabbed the only smith dead, dagger to brain. How about using the three-part brain mod?

If you do include the brainstem mod, please also look at the tissue healing rates, some might be missing.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
Post by: 1v0ry_k1ng on May 23, 2012, 09:24:50 am
Quote
   [SELECT_CASTE:ORC_MALE]
    [SELECT_ADDITIONAL_CASTE:ORC_FEMALE]
    [SELECT_ADDITIONAL_CASTE:BARGHEST_MALE]
    [SELECT_ADDITIONAL_CASTE:BARGHEST_FEMALE]
      [BODY_SIZE:0:0:5000]
      [BODY_SIZE:1:0:40000]
      [BODY_SIZE:5:0:2000000]

   [SELECT_CASTE:TROLL_MALE]
    [SELECT_ADDITIONAL_CASTE:TROLL_FEMALE]
      [BODY_SIZE:0:0:5000]
      [BODY_SIZE:1:0:40000]
      [BODY_SIZE:5:0:2000000]

isnt this giving orc females and barghests troll body size?
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
Post by: TomiTapio on May 23, 2012, 09:53:55 am
Yes it is. Needs fixing. Also, gut pain up somewhat.

Image: oh, poor little opossum!
Spoiler (click to show/hide)

Speaking of pain, how are the genitals? I castrated a dwarf in adventure mod and he didn't pass out, is that normal or he just had balls of steel? :o
Hmm... I think third crossbow bolt that hits skin+muscle+bone should cause fainting "gives into pain". I'd say it's normal for male humanoids to not faint from 1-3 hits to the privates.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
Post by: Tirion on May 23, 2012, 09:57:22 am
Speaking of pain, how are the genitals? I castrated a dwarf in adventure mod and he didn't pass out, is that normal or he just had balls of steel? :o
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
Post by: Deon on May 23, 2012, 10:43:56 am
This doesn't have genitals now, and thanks for the report about body size :p. I will fix it ASAP. As I said I did it in quite a hurry, so for better quality it requires some more testing.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Deon on May 23, 2012, 01:22:27 pm
A quick fix, I will do some serious work this weekend.

Alpha 4:
- Fixed troll and orc body sizes.
- Added slimes to caves.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Lucelle on May 23, 2012, 02:03:16 pm
Looking forward to this as all of your great releases.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Tirion on May 23, 2012, 02:05:48 pm
[TISSUE_TEMPLATE:CARTILAGE_TEMPLATE]
   [TISSUE_NAME:cartilage:NP]
   [STRUCTURAL]
   [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:CARTILAGE]
   [RELATIVE_THICKNESS:2]
   [HEALING_RATE:200] fixed for you, had no value, resulting in never-healing broken ears.
   [CONNECTS]
   [TISSUE_SHAPE:LAYER]
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: 1v0ry_k1ng on May 24, 2012, 03:16:27 am
Be sure to make them orcs properly orcy  :D

[RELSIZE:BY_CATEGORY:BRAIN:150]
[RELSIZE:BY_CATEGORY:SKULL:275]
[RELSIZE:BY_CATEGORY:HEART:250]
[RELSIZE:BY_CATEGORY:MUSCLE:250]
[RELSIZE:BY_CATEGORY:SKIN:250]
[BODY_APPEARANCE_MODIFIER:BROADNESS:95:105:120:130:140:150:160]
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Tirion on May 24, 2012, 03:30:18 am
Be sure to make them orcs properly orcy  :D

[RELSIZE:BY_CATEGORY:BRAIN:150]
[RELSIZE:BY_CATEGORY:SKULL:275]
[RELSIZE:BY_CATEGORY:HEART:250]
[RELSIZE:BY_CATEGORY:MUSCLE:250]
[RELSIZE:BY_CATEGORY:SKIN:250]
[BODY_APPEARANCE_MODIFIER:BROADNESS:95:105:120:130:140:150:160]

"This is no rabble of mindless Orcs. These are the Uruk-hai, their armor thick and their shields broad..."
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: TomiTapio on May 24, 2012, 09:32:05 am
Are the Dalesmen supposed to be larger than dwarves? They bring too-large armor.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Arbinire on May 24, 2012, 10:50:38 am
Be sure to make them orcs properly orcy  :D

[RELSIZE:BY_CATEGORY:BRAIN:150]
[RELSIZE:BY_CATEGORY:SKULL:275]
[RELSIZE:BY_CATEGORY:HEART:250]
[RELSIZE:BY_CATEGORY:MUSCLE:250]
[RELSIZE:BY_CATEGORY:SKIN:250]
[BODY_APPEARANCE_MODIFIER:BROADNESS:95:105:120:130:140:150:160]

"This is no rabble of mindless Orcs. These are the Uruk-hai, their armor thick and their shields broad..."

I have to agree with Tirion.  Kinda tired of the flood of Warhammer Orcs these days.  Warhammer is a satirical setting that obviously goes to 11 with racial stereotyping.  It was never meant to be the defining backdrop of which all other settings were to base their racial standards on.

Honestly, I'd like to see a more Sovereign Stone type Orc implemented, but I don't really see that happening since Deon's making them evil this time around :(.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Jeoshua on May 24, 2012, 11:09:28 am
Actually if we're going to go truly "classic" with the descriptions, a "Basic" Orc should be stupid and brutal, where there should be a "High" Orc that is more cunning and intelligent.

Orc vs Uruk-Hai.

It could be modeled with Castes.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Tirion on May 26, 2012, 04:03:50 pm
Just an idea, maybe some wax-based stuff could be added to make a Beekeeping industry actually worth doing. Like, a workshop that makes a benevolent syndrome vapor out of wax candles (made in yet another workshop).
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Pawel1997PL on May 27, 2012, 02:08:19 am
I'd love to see dem Gothic styled orcs: http://almanach.worldofgothic.com/index.php/Orcs
But I'll take whatever Deon makes.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: TomiTapio on May 27, 2012, 07:22:35 am
Just an idea, maybe some wax-based stuff could be added to make a Beekeeping industry actually worth doing. Like, a workshop that makes a benevolent syndrome vapor out of wax candles (made in yet another workshop).
Hmm... wax-coat wooden furniture, maybe even rock furniture. And waxed wooden spikes in traps. And maybe a "burning wax pile" workshop, like we have the "Bonfire" workshop for starting bushfires.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Circusdawg on May 29, 2012, 04:38:06 pm
I want tile version
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Meph on May 29, 2012, 04:41:53 pm
About the wax: Scented/magical/herbal candles would be an obivous choice. For once, the breathing in of vapors from a workshop would actually make sense.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: arghy on May 29, 2012, 05:18:06 pm
I want tile version

I'm trying a version atm that is the graphic bits copied from the other thread so if it works i'll post back here.

*nope! dear god nope haha wasent as easy as i thought it was!
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Tautou on May 30, 2012, 12:16:43 am
Genesis was probably the first mod I ever tried. So happy to see this.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: arghy on May 30, 2012, 04:58:43 am
Can we get a tile version or have someone explain how to make a tile version ourselves? i thought i did it but shit got reeeeaaallly weird and castes dident work for some reason....
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Deon on May 30, 2012, 06:39:03 am
I am now a bit ill (38 *C temp, hehe), but I have a semi-complete next version which you will see soon. And I will make a graphical version for that release.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Xantalos on June 01, 2012, 09:47:05 pm
This looks awesome.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Tirion on June 02, 2012, 04:59:16 am
Deon, we wish you 'possessed of amazing recuperative powers' and lots of idlers to bring you food and water  ;)
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: arghy on June 03, 2012, 01:42:41 am
Deon.... look someone made a black powder firearms mod! http://www.bay12forums.com/smf/index.php?topic=85060.0

Just imagine your dwarves behind their walls firing their muskets into the teeming mass of hostiles as a cart loaded with stone zooms down your 10z level tower into your only entrance.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: TomiTapio on June 03, 2012, 09:09:28 am
Even if put muskets (= double-damage crossbows, with same slow rate of fire), a projectile will just not cause the same damage as axe to limb/head/guts.
You can try as adventurer: set crossbow and its bolts to 4x damage, then try winning battles.

Edit: I uploaded Old Genesis .11! See sig.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Arbinire on June 17, 2012, 07:39:13 pm
Any update on Genesis 4 Deon?  Looking forward to giving it a go
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: chronicpayne on June 29, 2012, 04:49:04 pm
Bump  :-\
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Dohon on June 29, 2012, 07:11:50 pm
...

I am learning C# to write a roguelike based on Metro 2033 series, so I am not modding for a while, but it doesn't mean that I don't want people to play my mods ;).

It's gonna be a while yet, gentledwarves.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Logrin on June 29, 2012, 11:06:58 pm
How did I not see this thread untill now!? Genesis from the ground up? Fantastic.

I just hope toady's next update can be easily intergrated, and expanded upon.

Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: TomiTapio on July 01, 2012, 12:13:21 pm
How did I not see this thread untill now!? Genesis from the ground up? Fantastic.
I just hope toady's next update can be easily intergrated, and expanded upon.
This Genesis 4 is still alpha and seems to crash more often than Gen 3.xx; stability will depend on Toady fixing reportted crash bugs.

Toady's next release is very likely to be easy to integrate, changing raws it not that difficult. Worst case it's 2-3 hours work for Deon.
Expanding on the new stuff, well, that depends on how much Toady has hardcoded things and how much new options or tags in the raws.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: TomiTapio on July 08, 2012, 12:38:21 pm

Fans of Genesis, I have released OldGenesis .34.11b today. See the superlong Genesis thread, or my sig.

Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Meph on July 08, 2012, 06:55:16 pm
Deon is taking another break ?
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Dohon on July 09, 2012, 05:33:50 am
Deon is taking another break ?

...

I am learning C# to write a roguelike based on Metro 2033 series, so I am not modding for a while, but it doesn't mean that I don't want people to play my mods ;).

It's gonna be a while yet, gentledwarves.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Meph on July 09, 2012, 02:33:23 pm
Thank you. Less a break and more being busy somewhere else then :)
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: Gavakis on July 12, 2012, 02:54:41 pm
Errmm... The Link broke.
Title: Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
Post by: TomiTapio on July 31, 2012, 05:33:03 am
I message you Genesis fans (no not the band Genesis) with this: my variant OldGenesis .11c is out now.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
Post by: Deon on August 24, 2012, 05:23:04 pm
The 4.1 version is out.

- Added dire wolves to cold regions. They are huge and ferocious predators, so beware.
- Added twilight cats to mountains. They are crepuscular gray mountain lions.
- The weapons have been tweaked. There're now short swords, broadswords, bastard swords and longswords which have different from vanilla attributes. There're also new hammers. "War hammer" is more of a hammer and less of an "iron beak" now, his old stats belong to a new weapon "crowbill".
- Armors have a "critical failure" chance, it means that even a plate mail can be penetrated by a dagger in a very rare case (it's approximately from 1 in 100 to 5 in 100 depending on armor or helmet type). It's there to reflex ability to hit weak spots and slits.
- Added fletcher's workshop. You can make bows and rocktip arrows/bolts there.
- Added potted plants (decorative workshop).
- Added alchemical workshop with transmutation reactions.
- Added anatomical theater, training crutch, scriptorium and library to train various skills.
- You can empty buckets which were "stuck" filled with water in kitchen now.
- Races get additional nobles.
- Nords can build tombs now. More noble types may be buried in tombs now.
- More info in the .xls manual.


To do:
- Next are plans to expand fantasy bestiary. I want to replace night creatures and bogeymen (as I've done before).
- Also a new smelting tree is ahead. Expect to see different metals with very specific uses (some hurt ghosts, some hurt werebeasts, some hurt undead, some hurt dragons etc.).
- Gems will be reworked. There will be less variety in gem types (a few different opals will be just "opals" etc), but there will appear magical gems and other things. I want to expand alchemy.
- Dragons will play a bigger part in the game. You will see what I mean once I'm done with it.
- A plains/desert race is about to come, a race of traders and tricksters, known for their carnivals, menageries and lies. They will be the ones who sell all types of animals, sulvans will be tranformed into a bit different race soon.

Enjoy and leave feedback please!
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
Post by: Sprin on August 24, 2012, 07:18:40 pm
does this come in an ironhand tileset
plz pm
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
Post by: Ebullient on August 25, 2012, 06:44:24 am
Sadly, no. You can always port it yourself, though.

Oh, and, welcome back Deon! Can we expect (somewhat) regular updates or are you still hampered by real life stuff?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
Post by: Deon on August 25, 2012, 07:22:48 am
does this come in an ironhand tileset
plz pm
This is pure ASCII for now, but once I make tiles for the new creatures, I will release Ironhand and Phoebus versions.

Sadly, no. You can always port it yourself, though.

Oh, and, welcome back Deon! Can we expect (somewhat) regular updates or are you still hampered by real life stuff?
Real life stuff doesn't disappear, but I will try to focus my free time on Genesis again, so you should expect updates pretty frequently :).
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
Post by: Meph on August 25, 2012, 05:42:48 pm
The gem furniture from your royal carpenty will not be stockpiled, if I am not mistaken.   
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
Post by: Deon on August 25, 2012, 07:03:30 pm
I'll check it, thanks! If anything, I will make a replacement stone to fix it. I'm also almost done with graphical version. All those creatures, all those tiles... My head almost hurts :P. You know how it's hard to sort all graphical files in a proper order, copypasting and making new tiles on the go, Meph :). I decided to make it harder, making graphical files to follow the raw file structure, so yeah...
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
Post by: Sprin on August 25, 2012, 07:37:59 pm
Deon I had a thought.
How about two orc races!
Feral orcs-seige
civil orcs-Trade goods
or something like that.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
Post by: Meph on August 25, 2012, 08:16:09 pm
I think if you want trade and siege, just take away their snatcher tag, and make their ethics quite different  from dwarves. This way you might have allies, you might have foes.

Why would you align the graphics to the raws, just for overall cleanlyness ? (hope that is indeed an english word) And I think its funny that you suddenly show up now. I have only 10 days left till my return to germany, and wanted to start on my MDF2 then. :)
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
Post by: Deon on August 25, 2012, 09:10:20 pm
Deon I had a thought.
How about two orc races!
Feral orcs-seige
civil orcs-Trade goods
or something like that.
There's no orc race anymore. At least for now. There're barbarians which consist of different subraces, including orcs!


Why would you align the graphics to the raws, just for overall cleanlyness ?
Because I try to organize everything as much as I want for now, for easier tweaking in future.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.2)
Post by: Deon on August 25, 2012, 09:10:54 pm
Genesis 4.2 is out.

- Removed animal people (before adding new minor and major races).
- Minor tweaks here and there.
- Phoebus graphical version.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.3) - fix, ironworks, draugrs
Post by: Deon on August 26, 2012, 04:57:53 am
Genesis 4.3 is out.

- Anatomical theater, alchemical workshop, library, scriptorium and training crutch are avaliable now (I forgot to add them to dwarves).
- Ironworks is back: crucible, finishing forge and charcoal furnace, and new ways to make steel.
- Coarse iron is back too: iron from ore is coarse and cannot be used for weapons or armor. Hammer it in finishing forge to get weapon/armor-grade iron.
- Material rebalance. Metal values have been tweaked, to return the old Genesis feel.
- Different pewters are simplified to a "pewter".
- Added moonsilver, an alloy of silver and aluminum. It has qualities of iron.
- Undead race has resistance to most materials and has weakness to moonsilver.
- New semimegabeast - draugr. It's an undead who lives in cold climates in barrows, wields weapons and hunts those who disturb his sleep. It has great resistance to most materials and weakness to moonsilver.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.3) fix, ironworks, draugrs(DFFD is weird,wait!!)
Post by: Deon on August 26, 2012, 05:00:14 am
Wait a bit please, DFFD is weird and times out. I will reupload it as soon as it's back up.

[EDIT] It is back again, you can download now.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Deon on August 27, 2012, 01:29:10 am
4.4 is out.
- Undead race is now called "fallen".
- Fallen have  common, revenants, liches and shamblers.
- Revenants can cast a "lifebreak" ability which disorients an enemy and brings pain.
- Cooldowns on lich spells (curse and reanimate dead) are greatly increased.
- New graphics for fallen.
- Added spriggans. They can turn into a tree for a short period of time to fully regenerate.
- Added wendigo. They are undead, so moonsilver should work great against them too.
- Fixed enormous spawn rates of giants in glacier/tundra.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Dohon on August 27, 2012, 08:04:33 am
You be pump'n em out, cap'n! Keep up the good work!
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Sprin on August 27, 2012, 08:23:28 am
deon I salute you and your mod
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Deon on August 27, 2012, 12:46:28 pm
Sorry for being slow, as I said I have a lot of work and my job is tiring, but nonetheless I spend my breaks and free time on DF again now :). I need to add tons of fantasy creatures. Griffons, hippogriffs, different insectoids and all sorts of enemies I had before, rebalanced. That's the reason I culled mundane wildlife and removed all too specific animals: it may be interesting to hunt great horned owls, chinchilla men and copperhead snakes, but I'd rather have some wolves, deer, cows etc. as a wildlife for your hunters, and fill the rest of the wandering creature list with forest spiders, treants, centaurs and the like.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: TomiTapio on August 27, 2012, 01:10:58 pm
I like treants and ents too. The Wren Men and Thrips Men are just really boring.
I'm currently chopping dingos and wolves and raptors, testing my OldGenesis balance.

Deon, have you read my OldGenesis changelog, any of those changes getting ported over to Genesis 4? My current raws are http://dl.dropbox.com/u/8967397/OldGen%20ironhand%20inprogress%20raws.zip
for example,
Spoiler (click to show/hide)

My not-yet-released changes' changelog entry:
Spoiler (click to show/hide)
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Deon on August 27, 2012, 02:27:38 pm
Oh how I've missed you when I worked on the basis of Genesis 4 :).

I will get most of your tweaks which do not touch something which is not yet in (wagons, bones, bumping dogs etc).

For the next version I have:
- New vermin: moths, you can breed them in hives like bees and they produce coccoons which you turn into silk thread (in craftsman's workshop).
- Griffons.
- Treants for temperate forests.
- Chief medical dwarf is called "sage".
- Psychiatrist.

I will call psychiatrist different, but I don't want a tribal feel here (dwarves are more civilized, even while being raving mad maniacs). I think I will call him philosopher.

I'm about to start working on castes for dwarves, nords and dalesmen. Then I will probably release it and start working on dragonsteel and more dragon varieties.
I also need to add more undead (probably to evil regions, what do you think?) to make moonsteel more attractive to make.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: TomiTapio on August 27, 2012, 02:45:29 pm
Oh how I've missed you when I worked on the basis of Genesis 4 :).
I'm a right fountain of ideas, I am :´]
Not so good with 20-hour projects.

I'm about to start working on castes for dwarves, nords and dalesmen. Then I will probably release it and start working on dragonsteel and more dragon varieties.
I also need to add more undead (probably to evil regions, what do you think?) to make moonsteel more attractive to make.
So... two sieging undead civilizations methinks. A weaker one(skeletor, zombi-gnome) that comes early, and an armored undead army(hellknight, ghost, that wendigo) that comes at 140+ population. I'd also like quicklings (halfling of 4x speed). http://www.dandwiki.com/wiki/Quicklings_%283.5e_Race%29
For jungles, a plant-material beast that is a tangle of vines. (Roper, grimeling etc.)

Beasts that are only in good or evil biomes often play a too minor role in fort mode. There one has to choose to embark in evil area.
Gonna make beneficial potions from plants that dorfs herbalize? "mushroom salve" speeding up healing... "mucus flower" "sli-mellion" "lion's tail" "tiger petal"(sharpens the senses)
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Deon on August 27, 2012, 02:55:46 pm
Hmm, the undead are quite armored now, but not too much. They are like "walking corpses", so no skeletons or something. The lore is that there's a dark influence which can bring anyone affected to life and make them to slowly lose their memories and become mad. At first they were put together in reservations, which led to a forming of undead kingdoms which decided to "recruit" more members by attacking the living, their former nations which are now forgotten for them.

I agree about only good/evil creatures rarily showing up, that's why I make griffons, treants and the like to appear everywhere. Evil areas will have a lot of undead, and good areas will have magic-casting creatures.

I plan to rework farming and alchemy a bit later, with different potions and food with effects.
We think in the same direction :).

I also should start working on caves. The first layer should be fairly tame, with slimes and strange greatures. Pekyt will probably appear again. The second layers should have undead and dangerous creatures, and the third should have crystal creatures.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Deon on August 27, 2012, 04:33:07 pm
Speaking of dragons, this is the list of "DnD Dragon Deities" which inspires me into making a lot of different dragon types: http://en.wikipedia.org/wiki/Dragon_deities .

I still haven't decided the full process of making of dragonsteel, it should probably require magma and some alchemy work. It will be a strong alloy potent against dragon, since dragons are another major threat after undead.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Tirion on August 27, 2012, 05:15:47 pm
I hope we'll see some tweaking in vampires, and clouds/weather too. Like beer rain in good areas in Masterwork mod.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Meph on August 27, 2012, 06:01:10 pm
You do ? Not even I like those, they mess up the surface. ^^

Oh, and deon, since you are back: There is a way to make exploding ammo and ball/chainlighting ammo using interactions. Its nothing for Genesis of course, but I immediatly thought of your Fallout Mod. I havent written any code, but I probably will in future, just tell me if you like the idea. 
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Deon on August 27, 2012, 11:21:47 pm
I like the idea as long as it does not involve anything very unstable like "getting melted when stuck in body", since there's no more STICK_CHANCE. Please tell :).

And there will be healing rains in good areas which increase disease resistance and recuperation, but they will be rare.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: TomiTapio on August 28, 2012, 11:05:55 am
Rolling a Gen 4.4 test fort...
"pig tail grass fiber cloth" *ahem*
Splints and crutches cost minimum 30? And wool rope is 10.
Milk's price up from 1 I say. Blood can remain at 1.
Maybe delete the Kea bird. Or rename to ostrich.

Failed to takes axes with me on embark :/ (since Hand Axe no longer there)
How about Royal Carpentry and Stonecutter's needing some tools to get built.
Abandon due to no metals found.

2nd fort... cant embark with helmets?
How about cat and hen costing 40€ (20€ at embark). Add a mutant large duck (+70% size) to the wilds?
Eagle and Marmot and Snowy Owl leather away perhaps. Polar bear leather value up.
Why pig tail cloth 2x value of cave spider silk?
Horse should be pricier than donkey.
"rock goat" please rename, unless they are made of stone.
(Bah only Cobaltite, after have opened caves 1 & 2.)
Maybe need to increase dorf viewrange, they feel extra stupid stationed vs. moledogs.
Every bird's viewrange to at least 32.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Meph on August 28, 2012, 11:32:58 am
Ammo would need the "stick in body" but I thought about something else.

Make a pet, called "tesla coil" Can be ordered from the main vault.
Some kind of workshop makes a boiling stone, transforming all nearby tesla coils into "charged tesla coils"
Pasture them as defensive pets/buildings.

Tesla coil can shoot a material emission and give the target "ce_can_do_interaction" that does the same material emission, targets 2 nearby creatures, and gives them the same... they also get a syndrome class that reas "syndrome_class:already_electrocuted", to prevent this from going on forever.

The tesla coil has a long cooldown time, and gets a red blinking tile... then a faster orange blinking tile... then a faster green blinking tile... and then shoots again. :)

The material could be pretty random, and the syndrome pain, drowsiness/unconciousness... you could also add a flickering display tile to the targets that blinks blue/cyan to show they are electrocuted.

There is sooooooooo much stuff that can be done with interactions, cant await to come back home and do a set of nonsense :)
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: TomiTapio on August 28, 2012, 11:42:48 am
Make a pet, called "tesla coil" Can be ordered from the main vault.
Some kind of workshop makes a boiling stone, transforming all nearby tesla coils into "charged tesla coils"
ie. a slow-moving Pikachu... Workshop feeds them / lets them sleep-recharge.
Would the same workshop recharge my Skunks and Cave Beetles (they have a stink spray) faster?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Alkhemia on August 28, 2012, 11:26:20 pm
Welcome back Deon how did that Metro rougelike turn out?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Deon on August 29, 2012, 05:40:28 am
It kinda works, but I realise that I don't have coding abilities to make it good yet :). But I am learning C# and trying different applications for now.

I'm done with dragons, there are curently "ember dragons", "swamp wyrms", "sky dragons", "frost wyrms", "black dragons", "gold dragons", "void dragons" and "dracolich". I am still working on additional spells for void dragons.

I'll make a release soon.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Deon on August 29, 2012, 11:45:27 pm
Eheh, something funny happened while I had my day off. Approximately 50 people attacked one of McDonalds where I work during nights and punched a bunch of people, a common excuse is that some of them are from Caucasus (illegal workers). Police arrived after 1 hour (the fighting lasted 2-3 minutes). The same "police" arrives immediately when a demonstration of people in eyeglasses happens which belong to "opposition". Long live modern Russia, long live Putin... This country sucks :P.

That aside, I will probably release the new version today, after I take some sleep.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Tirion on August 30, 2012, 03:36:25 am
Not sure if Grudge, or Tantrum.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Sprin on August 30, 2012, 01:51:45 pm
Tantrums cuase stuff like this gruges as of now dont.
Deon why no Ironhand tileset?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Tirion on August 30, 2012, 04:04:46 pm
An idea: maybe no castes for dwarves, but various food interactions that provide temporary stat boosts?

...Or even temporary caste changes. But I have no idea how attribute and skill gains, or even happiness for that matter, transcend such transformations.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: TomiTapio on August 30, 2012, 09:52:15 pm
Deon why no Ironhand tileset?
It's still in alpha methinks, it should be called Genesis 4 alpha-8 not V4.4 :^9
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Deon on August 31, 2012, 07:45:15 am
An idea: maybe no castes for dwarves, but various food interactions that provide temporary stat boosts?

...Or even temporary caste changes. But I have no idea how attribute and skill gains, or even happiness for that matter, transcend such transformations.
If you'll have no castes, dwarves won't breed.

Tantrums cuase stuff like this gruges as of now dont.
Deon why no Ironhand tileset?
Because there's so much stuff to add that I don't want to manage 3 game folders. 2 is already a lot :). And I may change a lot of existing stuff too. Tomi is right.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Deon on August 31, 2012, 09:27:33 am
Version 4.5 is released:
- Removed different types of mire. Having "blanket mire" in desert made no sense. It's not a type of soil, but rather a type of biome.
- Removed bismuth and bismuth bronze. They did not have almost any utility, and "bismuth bronze axes" were constantly on the way.
- Added animated armor to evil regions.
- Added griffins to mountains.
- Added dracoliches and frost wyrms. Former dragons are now ember dragons. All dragons can talk and can lead civilizations now.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Deon on August 31, 2012, 09:46:58 am
I'll add other dragons later, currently I am trying to balance them so they are not "SCREW YOUR FORT NO MATTER WHAT" enemies.

P.S. I'll try to "fix" the dragons today, and also I will finally expand the secrets. Now I already have necromancers, wizards and druids.

Here you can see a queen who started to worship Oppinut the Scholars of Paging, a god of scholarship, and he taught her how to be a wizard.
Notice that she remained a queen and continued to live in her fortress (an ettin killed her eventually, oh well).

(http://tnypic.net/images/27850.png)

P.S. Wow, that is one magical nord empire, "The Ageless Empire".

They had a wizard nord for a queen, and they somehow got a revenant (from fallen civilization) to be their king (king Remi Spongyjaw).

P.P.S. As a matter of fact, their general and royal messenger are undead too T.T .
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.4) - spriggans, wendigo, fallen.
Post by: Tirion on August 31, 2012, 01:17:22 pm
An idea: maybe no castes for dwarves, but various food interactions that provide temporary stat boosts?

...Or even temporary caste changes. But I have no idea how attribute and skill gains, or even happiness for that matter, transcend such transformations.
If you'll have no castes, dwarves won't breed.



What I meant is, have only the male and female dwarf caste, with [POP_RATIO:50] each, and all the fancy specialized castes with [POP_RATIO:0]. And some food, drink or workshop reaction interaction to temporarily or permanently transform them into a member of those castes. Would that work, or it would just give us a Stray Urist McSteelDwarf (Tame)?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Deon on August 31, 2012, 01:45:55 pm
It would, but it would be a hell to manage. I actually have a specific caste system in mind already.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Meph on August 31, 2012, 02:14:07 pm
Quote
[POP_RATIO:0]
actually doesnt work. It sets back to default and they definetly appear in worldgen. 1 is the lowest you can do.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Deon on August 31, 2012, 04:35:25 pm
I actually plan to add caste-specific profession names for easy identification of castes. I'll see how it works.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches
Post by: Sprin on August 31, 2012, 04:57:29 pm
Wait are we still gana have steel dwarfs and moss and ect.?
(If allready in sory havn't goten to download yet)
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Deon on August 31, 2012, 06:04:03 pm
Not yet, I haven't decided which caste system do I want to have yet.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Deon on September 01, 2012, 05:13:28 am
I forgot to add that in 4.5 you also get treants and moths. You can breed moths like bees in hives and collect silk.

There's also a "philosopher" position which is the former psychiatrist. And the CMO is now called "sage". Time to start documenting a proper changelog.



I think "it works".

Spoiler (click to show/hide)

I may shorten that to just "stone", "steel" etc. But I find it helpful to be able to see a dwarven caste at glance without going into description/DF Therapist.
You will also want to see some castes at glance because they will be very rare and have unique interactions. And different castes will turn into different constructs.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Tirion on September 01, 2012, 10:55:06 am
Special request: can some entity please have some weapon that uses wrestling skill? The token is [SKILL:WRESTLING]. Maybe some kind of hook-bladed knuckles, that can deliver either blunt backhand smashes, or shallow stab wounds with a high chance to be stuck?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: TomiTapio on September 01, 2012, 11:09:11 am
Special request: can some entity please have some weapon that uses wrestling skill? The token is [SKILL:WRESTLING]. Maybe some kind of hook-bladed knuckles, that can deliver either blunt backhand smashes, or shallow stab wounds with a high chance to be stuck?
Hmm... nunchucks? You can strangle with nunchucks. Or "ball and chain" for blunt morningstar hit plus entangle(wrestle) enemies.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Meph on September 01, 2012, 11:50:18 am
Did you really just add the caste name into the proffession names, because that is a somewhat really awesome idea. Kind of. How does it lood in the smaller unit screen under "v" ?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Deon on September 01, 2012, 12:38:18 pm
It looks good, especially if I make it (stone) instead of (stone clan).
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Meph on September 01, 2012, 01:20:14 pm
lood = look.

I assume you changed the skill learn rates for your castes, which makes it neat to know who is who. I mostly do use natural skill, so the caste is clear by the high lvl. I thought about giving them custom profession names, for example the gem caste gets special names for gemcutter and gemsetter, but I figured that it would confuse people if they dont find the vanilla names anymore. Your solution looks really neat, although I think I will do it a bit differently. Caste could get a symbol in the profession names that are affected by the caste. Gem Savant gets (+) to gemcutter and gemsetter and jeweler for example, or a (c) or (*)... will have a look at how it looks ingame, but making it visible without needing to open the therapist/creature description is a really good idea. :)
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: My Name is Immaterial on September 01, 2012, 04:12:34 pm
I know this is probably a really stupid question, but what do I do with the file?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Meph on September 01, 2012, 04:18:46 pm
Unpack, thats all. Mod is already installed, just run the game.

It uses Winrar to unpack: http://www.win-rar.com/download.html?&L=0 (http://www.win-rar.com/download.html?&L=0)
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: TomiTapio on September 01, 2012, 04:40:19 pm
Hey Deon if you want some naming inspirations, I stumbled upon some Gaelic-to-English pages: http://www.mackinnon.me.uk/Faclair/G.html
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: My Name is Immaterial on September 01, 2012, 05:03:10 pm
Thanks a lot, Meph! I was worrying that I was missing a horribly obvious step.

Edit: Um... would accidently changing the default program for .rar to notepad been a mistake? Because when I unpack it, it stays as a rar file. And how can I fix that problem easily?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Deon on September 02, 2012, 12:39:45 am
Right click -> open with... Select WinRar. In the opened Winrar window you will see an excel file (genesis_manual.xls) and a folder ("DF Genesis 4 Phoebus" for example). Drag-and-drop them somewhere, to your desktop or desired folder. Voila, you have them unpacked.

P.S. To drag-and-drop, you point your mouse at a desired file/folder in the archive window, press down the left mouse button (DO NOT RELEASE IT), move the mouse to another window or desktop and release the left mouse button.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches
Post by: Sprin on September 02, 2012, 07:51:55 am
Are we going to have dark elves still?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Deon on September 02, 2012, 10:34:32 am
AFAIK there were no dark elves. Do you mean tolkien-style elves?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches
Post by: Sprin on September 02, 2012, 10:37:56 am
Ya...
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: inspired2apathy on September 02, 2012, 08:41:04 pm
Linux?

It's fine if I have to move stuff around or just unzip vanilla into the same directory, but should it work?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Deon on September 03, 2012, 01:00:28 am
Take /raw/, /data/art/ and /data/speech folders and adjust your /data/init/ appropriately (look at windows .txt files in that directory, they may be the same).
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.5) - ember dragons, frost wyrms, dracoliches.
Post by: Deon on September 03, 2012, 12:22:10 pm
Okay, in my test version dragons can learn and can speak. It means you cannot make dragonbone stuff.

But! They settle fortresses, they rule civilizations and pretend to be gods.

I had one dracolich who settled in fallen civilization and fooled them to believe he's their god of blight. Then he travelled in the underworld and tame a few cave dragons.

Dragons also write books and give out secrets (I only have secrets to become a wizard, a venomancer, a blight prophet, a necromancer and a druid for now).

I believe it means that now sieges can come with dragons as their leaders too. I need to test it.

P.S. I still accept suggestions for possible secrets and dragon types.

I will also make semimegabeast "drakes" which are not intelligent, they will take the spot of the original DF dragon and they will be the source of your dragonscale and dragonbone.

P.P.S. Nice book name :P

(http://tnypic.net/78076.png)
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.6) - dragon gods, new secrets.
Post by: Deon on September 03, 2012, 08:04:04 pm
Here we go. I need to work, sleep and do a lot of stuff in university, but I seriously try to release my ideas as fast as I can :). Sorry for the delay.

Version 4.6:
- Adjusted draconic powers.
- Added green dragon. Nature type.
- Renamed wyrms to dragons (wyrms will be non-intelligent dragons).
- Made dragons intelligent. They now lead civilizations, pretend to be gods and write books about secrets.
- Tweaked wizardry secret.
- Added pyromancy secrets. Pyromancers can cast burning hands, hurl fireballs and summon dragonbreath.
- Added nature secrets. Druids can summon entangling vines, raise mud and ice clouds, cast pain and transform into direwolves.
- Added secrets of death. Necromancers can raise corpses, cast lifebreak, cast curse and summon crypt fiends from dead bodies.
- Nords, fallen, barbarians, dwarves and elves now build tombs.
- Added crypt fiends, slime-coated insects in upper caverns.
- Minor tweaks.
- Fixes for some profession tile errors for the graphical version.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.7) - quick patch
Post by: Deon on September 04, 2012, 01:27:38 am
A small fix, I had some typos and little balance issues here and there.


Version 4.7:
- Minor fixes to spells and new interactions.
- Frost dragon is now "white dragon".
- New "storm dragon", with ability to cast shock and chain lightning.
- New secret "secret of storms and lightning", it turns people into Stormbringers.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.8) - trolls, lobsters, pastry shop.
Post by: Deon on September 04, 2012, 07:22:22 pm
4.8
- Added pastry shop. Bread baking, candy making and cake baking happens there. They Require flour, sugar and flour+sugar appropriately.
- Added mountain trolls, swamp trolls and snow trolls.
- Mosquitos now bite. Their bite causes some swelling and oozing.
- New evil vermin: blood fly. They appear around rotting things and their bite is painful and can cause skin necrosis, which may spawn more blood flies. Bring cats.
- New evil and good fish types: ghostly fish and rainbow fish.
- Added lobsters, 10kg sea/lake dwellers.
- Added scorpions to deserts.
- Added a new semimegabeast, "sand king", a giant scorpion.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.8) - trolls, lobsters, pastry shop.
Post by: Putnam on September 04, 2012, 08:43:47 pm
Oh, Deon, no matter how quickly I update, you still one-up me :P
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.8) - trolls, lobsters, pastry shop.
Post by: TomiTapio on September 04, 2012, 09:31:19 pm
how about eggs in the cake? And pancake? And bacon from piggies? And cow tongue (oterh over-250kg domestics too) as a viable cooking "organ", like kidneys.
Suggestion: ghostly fox, ghostly wolf. Goblin ghost. Apparition(ghost, useless in melee but can scare to death(lungs paralysed))  The ghost of an Ent would be quite a Thing.

If you want to create more fish, I have "halibut, salmon, mahi-mahi, crappie, flounder, walleye, arctic char" on my todo list. double the value of regular fish or sumthin because taste so good.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.8) - trolls, lobsters, pastry shop.
Post by: Deon on September 05, 2012, 12:20:08 am
I don't want too many different fish types yet.

I want evil areas to look somewhat close to Soul Cairn from Skyrim. If everything is just "ghostly", it will be a bit bland. So I will try to come up with clever monsters.


I should start accepting changes from your Oldgenesis changelog soon.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.8) - trolls, lobsters, pastry shop.
Post by: TomiTapio on September 05, 2012, 01:46:25 am
Let's brainstorm then...
skittering tree-leaper, like a cat-cum-sugarglider but noisy and ugly like a bat. but we will not call it batcat.
unnamed slithering salamander thing, maybe with sleeping gas attack.
dustleaf, a tiny bug that leaves dust on trees.
barkcutter, a six-legged coati that chews big holes in bark.
edgewisp, a ball of light that stealths a lot, ambushpredator group, only seen in the edge of your vision.
extinguished wisp, a former ball of gaslight that is only an echo now. (looks like a grass tile)
sorrow's weed, an annoying entangling plant.
tar-tusk, a black boar. With deadly blood?
something that looks like a stick, in grasslands/plains, but then it attacks you. So, ambushpredator. name: Mimic lizard -> false stick -> falzard -> igubranch -> gekkostikko -> igubekko.
rootfinder, a rhino-sized beast that tips young trees over and eats their roots.
chameleon monkey.
something that bounces on one leg, like the worst Spore-game creatures. harmless herbivore. Bouncellor -> boneller - > bouncelle -> Kangbo -> Hyppikang -> Hypnelle -> hyprard, hypard, hydorino.
(I already added Living Rock, like Trek's Horta, into OldGenesis.)
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.8) - trolls, lobsters, pastry shop.
Post by: Deon on September 05, 2012, 01:55:15 am
Amazing suggestions, terrible names (IMHO). Thank you :).
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.9) - evil expansion, culinary shop.
Post by: Deon on September 07, 2012, 12:24:04 am
Okay, so I had some free time this morning before work.

Genesis 4.9

- Renamed pastry shop to culinary shop.
- Moved fat rendering from kitchen to culinary shop.
- Moved baking and candy making reactions to culinary shop.
- Added mead cakes and mead candies to culinary shop.
- Added sausage making to the culinary shop (uses meat and intestines).
- Evil areas: added gray cairns and void stalks, pillar-looking trees.
- Evil areas: added drear husks, unedible but brewable plant.
- Evil areas: added lost souls, flying biting heads.
- Evil areas: added tar hog, chitinous boar-like creature.
- Evil areas: added mimics, skinless apes which can blend into surroundings.
- Evil areas: added soul sparks, mostly harmless flying balls of light.

It may look weird that I work with some fancy cooking reactions without expanding alchemy/metal industry first, but I have a few interesting systems which I need to flesh out, test and think through before adding in. It will come soon enough, I promise.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.9) - evil expansion, culinary shop.
Post by: Ebullient on September 07, 2012, 02:20:44 am
why are the elephants jumping oh god

Seriously though, you're working quite fast. Keep it up!
I actually managed to run a test fort yesterday (4.8.), but for some reason DF hangs when the merchants unloads on the depot. Is it just me or did anyone got the same problem?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.9) - evil expansion, culinary shop.
Post by: Deon on September 07, 2012, 02:32:03 am
Can you share the save before that? It could be some error DF does not output in errorlog.txt, and a save would be good to have.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.9) - evil expansion, culinary shop.
Post by: Ebullient on September 07, 2012, 03:52:02 am
Sadly, I deleted it. Ran another test fort though, still on the same version, so if I encounter that again I'll notify you on that.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.9) - evil expansion, culinary shop.
Post by: Deon on September 07, 2012, 10:49:56 am
Okay, my merchants were fine. If it doesn't crash when they arrive, it's unlikely a material problem. It could be some DF bug after all.

I am working on a new system right now. If I go to bed late today, I may release it. It will allow you to have demons guarding your fort, as well as chosen of Armok and berserkers. And some other fun stuff too, like flesh golems and rock constructs.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.9) - evil expansion, culinary shop.
Post by: Sprin on September 07, 2012, 02:47:13 pm
do white dragons give ice magic secrets?
If not they should...
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.9) - evil expansion, culinary shop.
Post by: Tirion on September 07, 2012, 03:24:36 pm
do white dragons give ice magic secrets?
If not they should...

Or healing secrets. Y'know, White Magic. That might be even more dangerous/useful than an offensive syndrome.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.10) - Dark Shrines, Sacrificial pits and more.
Post by: Deon on September 07, 2012, 04:05:55 pm
Now the promised religion tech tree is showing its ugly face. The dark worship path has been opened. Next will be war and rock shrines, and eventually nature shrine.


4.10
- Added tweaked scorpions to deserts.
- Added "sand kings" semimegabeast scorpions.
- Added three new demons: hell hound (three headed firebreathing dog), bebilith (magmaimmune firebreathing spider) and pit fiend (winged horned humanoid with a scorpion tail who can hurl multiple fireballs and is just badass).
- Added dark summoning tech tree:
-- Dark shrine, requires 12 obsidian blocks and 4 obsidian statues.
--- "Pray to depths", low chance to get obsidian tablet, minimal chance to get black diamond or become a demon, a husk or a maniac.
-- Sacrificial pit, requires obsidian tabled.
--- "Sell Soul", 90% chance to become a husk, 100% chance to get a black diamond.
-- Summoning Circle, requires obsidian tabled.
--- Summon hell hound, costs 5 black diamonds.
--- Summon bebilith, costs 10 black diamonds.
--- Summon pit fiend, costs 15 black diamonds.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.10) - Dark Shrines, Sacrificial pits and more.
Post by: Deon on September 07, 2012, 04:07:35 pm
do white dragons give ice magic secrets?
If not they should...
They currently give out eldritch secrets, which make people wizards.

Frost magic won't actually work. The user will freeze himself before he does anything to the enemy. White dragons are immune to cold in their materials, that's why they can use it.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.10) - Dark Shrines, Sacrificial pits and mor
Post by: Sprin on September 07, 2012, 04:28:17 pm
cant make ice wizards have the same thing?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.10) - Dark Shrines, Sacrificial pits and more.
Post by: TomiTapio on September 07, 2012, 10:19:57 pm
How a bout a cat-sized Ice Slug, in the caverns, leaves a trail of frostbite-causing slime. But... hurts the FPS.
I guess the dark shrines could use Dwarf Skulls as ingredients? Can we has a reaction of "extract skull and blood from dwarf corpse". Since they're on an evil path now. Summon some IMPS too what with the dark altars.

ps. OldGenesis crashes too, it is annoying. Something the migrants bring in I think.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.10) - Dark Shrines, Sacrificial pits and more.
Post by: Alkhemia on September 07, 2012, 10:45:51 pm
How a bout a cat-sized Ice Slug, in the caverns, leaves a trail of frostbite-causing slime. But... hurts the FPS.
I guess the dark shrines could use Dwarf Skulls as ingredients? Can we has a reaction of "extract skull and blood from dwarf corpse". Since they're on an evil path now. Summon some IMPS too what with the dark altars.

ps. OldGenesis crashes too, it is annoying. Something the migrants bring in I think.
I don't think you can use dwarf corpses in reactions.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.10) - Dark Shrines, Sacrificial pits and more.
Post by: Deon on September 08, 2012, 03:57:20 am
How a bout a cat-sized Ice Slug, in the caverns, leaves a trail of frostbite-causing slime. But... hurts the FPS.
I guess the dark shrines could use Dwarf Skulls as ingredients? Can we has a reaction of "extract skull and blood from dwarf corpse". Since they're on an evil path now. Summon some IMPS too what with the dark altars.

ps. OldGenesis crashes too, it is annoying. Something the migrants bring in I think.
Dwarves don't like to use parts of intelligent creatures.

And dark path does not care for skulls, bones or bodies. Demons feast on souls, so they steal souls ignoring the flesh and leave you with mindless people/maniacs/husks, and they share their tiny presents for that.

The skulls and bones will be handy in the creation and reactions for the Skull Throne. It will  be the war religion path.

P.S. I just had my little 20-dwarf fort obliterated by a single maniac from worshipping the depths. Protip: strip cultists of weapons before performing dark praying.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
Post by: Deon on September 08, 2012, 08:58:15 am
4.11
- Decoration: Added "Potted plant" workshop. It requires a bucket and any plant. Just for looks.
- Decoration: Added "Totem pole" workshop. It requires a bone totem. Just for looks.
- Religion tech: Added "War Shrine".
- Religion tech: Added "Skull Throne".
- Religion tech: Added "Blood Arena".
- Religion tech: "Blood ritual" in War Shrine, causes bleeding, pain and dizziness, has a minimal chance to give bloodstone or raw adamantine tablet. 1% chance to become Chosen. 1% chance to become Berserk (murder-crazy dwarf).
- Religion tech: "Sacrifice bones" in Skull Throne, requires bones, 10% chance to get bloodstone.
- Religion tech: "Sacrifice blood" in Skull Throne, causes bleeding and pain, 50% chance to get bloodstone. 3% chance to become Berserk.
- Religion tech: "Fight blood fiends" in Blood Arena. 15% chance for extreme bleeding (death), 25% chance for extreme pain, 8% to become berserk, 8% to become Chosen, 25% gold bar.
- Religion tech: "Fight blood hulk" in Blood Arena. 35% chance for extreme bleeding (death), 85% chance for extreme pain, 12% to become berserk, 12% to become Chosen, 25% gold bar.
- Fixed huge swarms of mosquitos and flies.
- Changes to alchemy.
- Added bloodsteel. Better than steel, causes lots of damage to civilized creatures.
- Added voidsteel. Better than steel, on par with bloodsteel. Causes lots of damage to semimegabeasts and megabeasts.
- Added ability to transmute steel into bloodsteel and voidsteel in alchemical workshop.
- Voidsteel (3) requires obsidian tablet (preserved as reagent, works as catalyst), 3 steel bars and a black diamond. Tablets come from worshipping the depths.
- Bloodsteel (3) requires raw adamantine tablet (preserved as reagent, works as catalyst), 3 steel bars and a barrel of blood. Tablets come from worshipping the war.
- Added ability to press meat into blood in screw press. Requires meat and barrel (for blood).
- Library system reworked. Vellum making has been removed.
- Added ability to make blank clay tablets in kiln.
- Scriptorium turns blank tablets in crafting, farming, medical, smithing, stoneworking, tactics and trading tablets.
- Read tablets in library for a wide variety of skills (one type of tablet can be used to train several skills) with a minimal chance to lose the tablet.
- Tablets are tools.
- Tool icons for graphical version have been updated. Added wheelbarrow icon too.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
Post by: Dohon on September 08, 2012, 09:38:09 am
 :o

Sweet!
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
Post by: Sprin on September 08, 2012, 09:50:16 am
So...
Would it be posible to make pie in the mod?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
Post by: kingofthescots on September 08, 2012, 11:30:34 am
Hi Deon,

I like how this mod is coming along. It appears that there is a typo in the reaction to make coke from compact peat. In reaction_smelter the line [REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:PEAT] should read [REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:COMPACT_PEAT]. Keep up all the cool religious tech tree stuff. It would be neat if we could make our dwarves into something like chaos dwarves from warhammer.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
Post by: Deon on September 08, 2012, 12:56:21 pm
You will! Currently there's a way to summon a hell hound and stronger demons, but I will add weaker summonings soon which will summon the demons INSIDE of dwarves instead of replacing them, giving you dwarves with tentacles for an arm, with horns and other ugly features.

Thanks for the info about the typo.

So...
Would it be posible to make pie in the mod?
Yep, soon after I put in remaining religion buildings (nature, earth) and flesh out existing ones by adding more reactions and features, I will continue to work on other minor stuff like expanding cooking system in culinary shop.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
Post by: Tirion on September 08, 2012, 02:34:02 pm
Oh, so there is a way to use blood bought from traders.
Which stockpile do they go into?
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
Post by: TomiTapio on September 08, 2012, 04:57:58 pm
Blood should be a liquid food ingredient, like beer. Food stockpile.

Trying 50 minutes of Gen4.11 adventuring. Phoebus tiles.
Platinum bolts(27) way too heavy for adventurer to carry. (pike and longsword didn't cause any speed drop however)
As dorf, killed some bandits, they dropped too-large leather wear.
(bandit boss got me)

2nd adventurer, dalesman:
clay loam looks too much like red blood.
no stabbing with longsword? But gazillion movies have that!
What should happen when you drink ent sap that has splattered all over you? You get slower and more durable?
clay loam walls in one town. Pretty. But I think it shouldn't be smoothable/buildingmat.
found "ant paste" in a lair. I have no idea.
drinking moon horror blood should be bad for you.
- make a few preset worldgens: icy + little bit temperate world. a mostly-deserts world with vry few rainfall & rivers.
(cedar treant got me, by wrestling my knee to bits.)
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
Post by: Ebullient on September 09, 2012, 08:19:50 am
Okay, now I'm just confused.
I got the hang again, on 4.9 Phoebus. Merchants are already at the depot, the diplomat's about to converse. Few minutes after the merchants unpack, bam, DF hangs. Strangely, when I ran an almost vanilla fort (only some ores and metalworking) on another copy of DF, there's no hanging whatsoever.
Not sure if 4.11 fixed it though, will test tomorrow.
I actually got the save, if anyone's concerned. Just need a filehost.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
Post by: Raul on September 09, 2012, 09:14:28 am
I actually got the save, if anyone's concerned. Just need a filehost.

Dwarf Fortress File Depot (http://dffd.wimbli.com/index.php)
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
Post by: Deon on September 09, 2012, 09:41:17 am
Quote
Platinum bolts(27) way too heavy for adventurer to carry.
That's how platinum is, bolts are pretty big.

Quote
no stabbing with longsword? But gazillion movies have that!
I agree that it's possible to stab with a sword like that:
Spoiler (click to show/hide)
In Genesis longswords are a bit bigger, but still it's possible to stab with a two-handed weapon. But cutting is much easier, so I didn't include stabbing for that reason, but I may as well add it.

Quote
What should happen when you drink ent sap that has splattered all over you? You get slower and more durable?
I will add a syndrome to treant sap, good idea.

Quote
clay loam walls in one town. Pretty. But I think it shouldn't be smoothable/buildingmat.
I think they do it because it's a clay material. It's not buildingmat.

Quote
found "ant paste" in a lair. I have no idea.
Some night creatures (vanilla) grind vermin into paste. Some of them grind bones.

Quote
drinking moon horror blood should be bad for you.
That's a vanilla randomly generated monster, so no luck changing that.



Quote from: Ebullient
-snip-
Please host. I am worried that it may be some creature entering the map, it's unlikely that it's traders because if they are already on the map, it's usually not them (DF already processed all their goods).

I've tested all creatures in arena and they worked, but I'd better double check. BRB.


[EDIT]
Nope, all creatures work without crashes, I need your save to find out the problem.
Title: Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
Post by: Deon on September 09, 2012, 02:13:58 pm
4.12
- Graphics: Gremlin and kobold graphical tiles.
- Graphics: Returned hamlet icon in graphical version.
- Graphics: Replaced bug/ant icon with wheelbarrow icon, to make maps look better with actual hamlet icons. Insect vermin are dots now.
- Creature: Megabeasts avoid traps and are immune to pain.
- Body tissues: More pain receptors to muscles, adjusted bleeding rates of organs (heart wound is almost 100% bleed out death).
- Body tissues: Removed pain receptors and bleeding from fat. Spears are a bit deadlier now (internal organs bleed more), swords are a bit less deadly now (fat cutting is no longer a swift pass-out from pain).
- Interactions: Many new evil rain types.
- Interactions: Many new evil cloud types.
- Interactions: Sandstorms in deserts.
- Interactions: New evil region interactions which raise sentient humanoid corpses only.
- Worldgen: New worldgen parameters to go with new interactions, demons, secrets and curses.

Generate with new "detailed" worldgen options to get the new interactions, curses and other stuff (like more megabeasts and semimegabeasts).
Title: Re: [0.34.11] GENESIS: Winter is Coming (4.13)
Post by: Deon on September 10, 2012, 03:06:57 pm
4.13
- Body tissues: Adjusted bleeding just about right. 1 cut off limb = fainting but living, 2 cut off limbs = bleeding to death.
- Entity tweaks: Dalesmen and elves get hairstyles!
- Creature tweaks: Added generic sounds for civilized creatures. Much more sounds to come to liven up the adventure mode.
- Creature tweaks: Added missing spheres to demons.
- Creature tweaks: Renamed rock goat to shaggy goat.
- Creature tweaks: Added size to creature description for better size/combat prowess evaluation by player.
- Creature tweaks: ncreased size of wolves and dogs a bit.
- New creatures: Added bogeymen: white walkers, trickster's lanterns and phantoms.
- New creatures: White walkers are covered by frosting humanoids in armor which blends into surroundings, they can become invisible.
- New creatures: Trickster's lanterns are glowing balls of light which will evade you.
- New creatures: Phantoms are weak but have some nasty spells which may harm you.
- New creatures: Added sandworms to savage deserts.
- New creatures: Added bronze centurions, big bronze golems with a sharp wristblade which you can buy on embark or from dwarven caravans.
- Reactions fixes: Fixed compact peat to coke reaction.
- Worldgen: tweaked worldgen custom settings to get rid of long wait time during generation due to bad low attitude settings in Region map generation code.
Title: Re: [0.34.11] GENESIS: Winter is Coming (4.13)
Post by: TomiTapio on September 10, 2012, 04:54:06 pm
Did a test fort: Gen 4.13 Phoebus.

tiles V,o,n,1,2 have background color, bah.
dwarf ang gob/orc language have gfx tiles as some letters, needs fixing.
War Shrine needs no building materials?? I'd like metals, maybe metal shields. Definitely an expensive anvil. Four statues of high quality.
Duck slaughter yielded nothing but skulls??
DF froze when was done hauling stuff to depot and tried to trade. had one raw-ada tablet. Dorfs were also storing much stuff in hospital.

I think I'll add a wooden dagger to OldGenesis. Let the dorfs have more fun with cave monsters.


Title: Re: [0.34.11] GENESIS: Winter is Coming (4.13)
Post by: Deon on September 10, 2012, 10:25:44 pm
Quote
War Shrine needs no building materials??
Dawwww. Screw me, I forgot about that, it was only to test it with different reaction outcomes. I will fix it

Quote
DF froze when was done hauling stuff to depot and tried to trade. had one raw-ada tablet. Dorfs were also storing much stuff in hospital.
Now that's interesting. A few other people reported freezing with traders. It's really hard to understand what causes it, which is really sad.
Do you remember which race was that? Did they try to talk to you through a diplomat or something at the time of freezing? That's the only idea I have.
Title: Re: [0.34.11] GENESIS: Winter is Coming (4.13c)
Post by: Deon on September 10, 2012, 10:40:44 pm
Here's the patch.


4.13c
- Fixed language files for real.
4.13b
- Fixed "no requirements for war shrine".
- Fixed language files to exclude graphical tiles.
Title: Re: [0.34.11] GENESIS: Winter is Coming (4.13c)
Post by: Ebullient on September 10, 2012, 11:33:16 pm
Quote
DF froze when was done hauling stuff to depot and tried to trade. had one raw-ada tablet. Dorfs were also storing much stuff in hospital.
Now that's interesting. A few other people reported freezing with traders. It's really hard to understand what causes it, which is really sad.
Do you remember which race was that? Did they try to talk to you through a diplomat or something at the time of freezing? That's the only idea I have.

In my case, it was at the first dwarven merchants. The diplomat can actually resolve his stuff and go away before DF froze. I remember that I successfully resolved trade, unpaused, and a few seconds later DF froze.
For the save, it appears that DFFD refused to let me upload for some reason. I'll try to upload later on a different connection.
Title: Re: [0.34.11] GENESIS: Winter is Coming (4.13c)
Post by: Deon on September 11, 2012, 12:31:58 am
I am trying it myself now. Just got the merchants and saved just in case. Let's see if it's some constant issue or some weird bug.

P.S. I've played through dwarven traders without any problems. Could you check your gamelog.txt? Does it say anything about invaders? That's my another guess.
Title: Re: [0.34.11] GENESIS: Winter is Coming (4.13c)
Post by: Deon on September 11, 2012, 01:13:36 am
Okay, I've got it too. I think it's the invaders, because merchants worked fine and they left.

Last question, did the diplomat dialogue fully resolve itself?

It may be something bugging out in DF due to natural skills on my barbarian or undead caste, I don't know. Or maybe it doesn't like that they are NOT_LIVING. Too many options. I will try to nail it. But damn it, I already have just a few time, and stuff like this always slows the mod development :(.
Title: Re: GENESIS (4.13c) - There's a problem with mod, play Masterwork while I fix it!
Post by: Deon on September 11, 2012, 01:25:45 am
I will try to nail it by adding and removing entities and trying to see what causes it. I am working today though, so it will take a day or two. If someone can help me to nail it, I would be most grateful.

I've also added two more races, but I'm not releasing them before we find the source of this freezing. It will be harder to find then :).

They are djinsari and kensari. Two desert/savanna dwelling races who are enemies from the beginning of times. They were a single race, but then one of two brothers discovered a magic lamp and found a powerful demon inside of it, and the people started to follow him. Another brother was against him and asked their goddess of camels and water to grant them strength and help to stop his brother.

So yeah, a basic "brothers fight, nations divide" scenario. Djinsari became a great nation eventually, they built pyramids and traded slaves all over great deserts. Kensari became so attached to nature that they were unable to maintain contact with the other civilized people, and even their bodies became changed.

Djinsari are dunedwelling slavers which will trade you various animals and goods. They have some beneficial spells which traders will cast on your dwarves. You can feel the influence of "ezrakim elves' theme" here on me.

Kensari are... well, centaurs of desert. They will raid you for your love of technology and killing of trees and nature.
Title: Re: [0.34.11] GENESIS: Winter is Coming (4.13c)
Post by: TomiTapio on September 11, 2012, 05:07:44 am
P.S. I've played through dwarven traders without any problems. Could you check your gamelog.txt? Does it say anything about invaders? That's my another guess.
Spoiler (click to show/hide)
Didn't get to trader dialogue. Surprisingly many kobbo thieves before caravan, but I got over 20k wealth from first magnetite digs.
Might be hospital-cloth&thread related? Embark with TONS of cloth & thread, then try trading them?

Give the Kensari some placeholder reactions so that they bring you loads of camel leather goods and camel milk and camel cheese!
Title: Re: GENESIS (4.13c) - There's a problem with mod, play Masterwork while I fix it!
Post by: Deon on September 11, 2012, 05:10:59 am
Nope, it must be barbarians. I removed them and everything was fine. I am almost sure it's them.

I remade them from scratch, let's see if it works. I will upload the new version soon.
Title: Re: GENESIS (4.13c) - There's a problem with mod, play Masterwork while I fix it!
Post by: Deon on September 11, 2012, 05:21:34 am
4.14
- Remade barbarians from scratch to avoid freezing. There are now goblins, hobgoblins, orcs and barghests.
- Goblins are cowardly but they avoid traps.
- Orcs and barghests know no fear.
- Barghests are the biggest and feel no pain. Their fur also protects them somewhat.
- Added djinsari, a desert dwelling slaver race. They will sell you every kind of animal.
- Added kensari, a desert dwelling centaur raider race. They will attack you and siege you a bit later than barbarians.
- Added "glaive" and "crescent sword".
- The shields now go like this by the block chance: buckler -> spiked shield -> round shield -> kite shield.
- Some tweaks to worldgen parameters.
Title: Re: GENESIS (4.14) - Djinsari and kensari.
Post by: Vherid on September 11, 2012, 08:18:31 am
Dear lord deon, every time I try to start a new game, new version of this.
Title: Re: GENESIS (4.14) - Djinsari and kensari.
Post by: Deon on September 11, 2012, 08:56:12 am
I just can't work in huge batches because of work or university, and I want people to have fixes I've already done :).
Title: Re: GENESIS (4.14) - Djinsari and kensari.
Post by: Vherid on September 11, 2012, 09:38:15 am
Not saying it's a bad thing, just damn haha.
Title: Re: GENESIS (4.14) - Djinsari and kensari.
Post by: Deon on September 11, 2012, 01:15:13 pm
I still need to write good descriptions and story for all existing civilizations. Currently I have been thinking about dalesmen and fallen and why did I choose them.

  The idea is that there once was a big empire which was governed by a king and his circle of knights. Once upon a time some magic which was bringing joy, beauty and help turned around and became twisted, and necromancers appeared. There was a cult rebelling which the king and his knights fought. The king was poisoned and the only way to save him was to perform a ritual to make him undead, which they learned from necromancers they fought.
  At first all was good but later when the time to die of old age approached, the knights began to perform the same ritual one after another, and suddenly most of the nobles were undead. Younger lords and their vassals rebelled against them and tried to murder them, but only succeeded to banish the king. The undead knight-lords spread all over the land forming their own little undead empires, and young lords of other dalesmen fought them in their own cities, castles and little nations.
  This is how the empire was divided in small nations of dalesmen and fallen.

I still need to write it in a good form, and then story of djinsari/kensari, as well as dwarves and children of forest (sylvan). I will ask a few people to help me with that.
Title: Re: GENESIS (4.14) - Djinsari and kensari.
Post by: Sprin on September 13, 2012, 01:42:05 pm
add knees so we can take arrows to them!!
Title: Re: GENESIS (4.14) - Djinsari and kensari.
Post by: Tirion on September 13, 2012, 01:49:14 pm
Re White Walkers: I hope they have a serious weakness to obsidian.
Title: Re: GENESIS (4.14) - Djinsari and kensari.
Post by: Putnam on September 13, 2012, 06:37:45 pm
add knees so we can take arrows to them!!

Knees are already in vanilla.
Title: Re: GENESIS (4.14) - Djinsari and kensari.
Post by: Sprin on September 13, 2012, 06:45:38 pm
Ive only seen upper and lower leg...
Title: Re: GENESIS (4.14) - Djinsari and kensari.
Post by: TomiTapio on September 13, 2012, 07:55:33 pm
Notes from my 2nd test fort of Gen4.1x:

bit too much population in medium sized worlds?
dorfs refuse to use battle axe with "metal uniform". Odd.
let's not have mosquitoes drop remains. too small.
anaconda corpse was a green "vermin bone" symbol.
basic logs 9€, green glass only 6€?
"green tree frog" in trading seems to be a FISHITEM? as is toad. don't like.
WHAT? Squad takes 15 dorfs?!
Jeweler shop offers to cut all stones :*(
wax worker is blue and slim like a sylvan.
cob swan -> swan cob

Knees?
Spoiler (click to show/hide)
Hey waitaminute, does Gen4 not have quadruped knees like Gen3.x? [BODY:QUADRUPED_JOINTS]
Title: Re: GENESIS (4.15)
Post by: Deon on September 14, 2012, 02:28:16 am
Quote
Jeweler shop offers to cut all stones :*(
It's DF vanilla feature for you. You can cut any rock into gem.

Quote
basic logs 9€, green glass only 6€?
I cannot make glass more pricey :(.

Quote
anaconda corpse was a green "vermin bone" symbol.
Bodies should look like "bone" in Phoebus tileset.

Quote
wax worker is blue and slim like a sylvan.
I will fix it this evening, right now I am running off to work. There's just no tile attached to the wax worker profession in the graphics files.

A bit too much population is my own choice. If I used vanilla worldgen parameters, my new megabeasts and vampires would kill 50% of civilizations in most cases, so I increased population settings to get more interesting worlds.

Green tree frogs are edible and I want jungle cities to trade them. Ask french people, they will tell you that frogs are tasty.

Squad DOES take 15 dwarves now, I forgot to mention that. Since I plan to add more megabeast types as well as different vampire/werewolf types, bigger squads should help. It's also not necessary to have 15 dwarves, you can still use only 10 slots if you want.

Battle axes are not that different from other weapons, I will look what you mean.

And yep, there's no QUADRUPED_JOINTS yet, I will patch it in soon, probably this evening. I have an extensive crafting system additions which I am working on.

Right now here's 4.15. It has a test feature of "adventurer" creature for adventure mode.



1) Pick "adventurer outsider" as adventure mode creature.
2) Press "x", navigate to "natural abilities", pick "class selection". You now temporary get a few new abilities called "Class - X" where X is a class name.
3) Press "x" again, navigate to "acquired abilities", pick the desired class. Notice that you will transform and all your items will fall to the ground, so pick them up.


Classes:
Barbarian:
- 2x learning speed of melee combat skill, 1.5x learning speed of wrestling skill.
- 2x faster strength, toughness and endurance gain, 20% faster agility gain.
- Ability to enter blood rage, which increases your strength and speed and makes you immune to pain.

Magician:
- Ability to cast "fireworks". 5 targeted fireballs.
- Ability to cast "burning hands". A melee range fire spray spell.

Vagabond:
- 2x learning speed of dodging, ranged combat and swimming skills, 3x learning speed of sneaking skill, 5x learning speed of dagger skill.
- 2x agility gain.
- Ability to enter "escape" mode, which greatly increases your agility and speed, grants you immunity to paralysis and stun and gives you extravision.


It won't be as useful yet because you start without a backpack, but I will add my own crafting system in no time, I am working on it. It will use generic items like "leather scraps", "cloth pieces", "wooden parts" etc, so you will be able to disassemble found items and craft new ones. It will be a bit generic, but it will make it much more flexible (because currently there's no easy way to "go get a wolf pelt" because so much of DF stuff is randomized and DF adventure mode travel is long and boring).





4.15
- Added gargoyles to mountains.
- Added "adventurer" creature for adventure mode only. Adventurers can become barbarians, magicians or vagabonds. Check the first post to see abilities.
Title: Re: GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Deon on September 14, 2012, 02:32:02 am
If you like the new classes system, I will work on it and expand existing classes while adding new ones.

Classes to come (mostly done, need some tweaking):
- Necromancer. Undead (so OPPOSED_TO_LIFE creatures ignore you), no pain, slow skill learn rate. Ability to raise a corpse (1). Ability to poison with a touch. Ability to cast bone spear.
- Shaman. Ability to cast wards on yourself or allies (different buff effects) and curses on enemies (slow, enfeeblement, bad luck).
- Ranger. Quick archery learning rate, ability to hypnotize/paralyze common animals with a stare.
- Cleric (not done yet). Ability to buff allies and to turn undead/elementals.

P.S. I also plan to add a "prestige class" system, ability to upgrade your class into a new one via a complex craftable item. I have not thought it through yet.
I could make it so you get an ability to "upgrade" after a long time, but people would just wait in towns and it would be boring.
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: lwCoyote on September 14, 2012, 03:42:17 am
Is there any info laying around on the new types of stone and such? I ran across something called "Pentlandite" and I have no idea what it does
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Deon on September 14, 2012, 06:37:54 am
I haven't documented all new stones yet, I need to document aboveground plants first :). I think I eventually will, it just takes a lot of time (and takes that time from modding).

Pentlandite is an iron-nickel sulfide, so you can get iron and nickel from its ore (40%/40%) and there's a minor chance to get cobalt (6%).
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: lwCoyote on September 14, 2012, 07:15:38 am
Cool, I will keep that in mind next time I find so me :D Sadly that fort ended up being Fun'd early... before my first wave of immigrants arrived, a grey haze of some sort decended over my animals and 4 of my dwarves, turning them into zombies. I tried to reclaim, but one of the animals was a buffalo... zombie buffalo suck >.>


Alright, next topic Mr. Awesome Deon!

I am  having some crashing issues that mirror the crashing issues of people earlier in this thread. They started shortly after my first set of trading merchants arrived, and have persisted through-out. I've got a copy of my save file here for you (or whoever, really) to look at:  http://www.mediafire.com/?h8bcpl8g8gbw9r4

I've had it crash and restarted it maybe a dozen times, saving periodically, so this particular save state is shortly before the merchants are leaving I think. I've finished speaking with the liaison.  Hopefully this additional data will help you pin down what the problem is :D
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: dezan on September 14, 2012, 07:30:26 am
Gen'd a new map with this mod fresh install... Rolling cloud of smoke transformed my entire new party into zombies. Worst of all they're unkillable, they begain headbutting each other to death as I guess its the last move you can do when everything else is busted.

As I too was zombified I tested some things and after slaughtering a bunch of soliders an entire city from the year 300+ and being naked with only headbutt and kick. I had everything pretty much broken but one leg and my stats had risen to such a point from having a slow movement speed and 100+ people beating on me. I began one shotting everyone with a headbutt >.>

Is this a bug on your part? I've never been zombified by clouds before D:
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Deon on September 14, 2012, 07:36:49 am
It's vanilla feature. You need to cut zombie's head off to kill it.
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Rip0k on September 14, 2012, 10:12:59 am
Hello, where can I find which new materials are the best for weapons and armor? I have hard time finding this anywhere. What should I use for Hammers and Maces nad what for swords and shields? ;]
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: lwCoyote on September 14, 2012, 10:25:38 am
Started a new embark after the crashing problems with the last one; as with the last one, started crashing right as the merchants arrived for the first time.

http://www.mediafire.com/?f3id0yxwo25m4w5  hope the data helps :D
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Hurize on September 14, 2012, 07:47:38 pm
Why dont you add some sort of Item Crafting in Adventure mode?
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: sackhead on September 14, 2012, 11:23:39 pm
you could do somthing with counter triggers like puntam has in his Dbz mod for upgrading barbarian class
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Deon on September 15, 2012, 06:56:26 am
Started a new embark after the crashing problems with the last one; as with the last one, started crashing right as the merchants arrived for the first time.

http://www.mediafire.com/?f3id0yxwo25m4w5  hope the data helps :D
Okay. I have no freaking idea. It's the same issue as before. And there's nothing even hinting what could cause it.

The only way to resolve it would be to remove parts of the mod and to keep starting fortresses over and over. If I was on vacation I could do it :(.
And here I was going to add manticores, basilisks, naga race and adventure mode crafting today :(. That bug alone makes the mod pretty much obsolete until I can fix it.

I'll put it on the bugtracker in case it's something obvious and maybe helpful for Toady to fix. I've dug so many bugs with my modding attempts already before :P.
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: sackhead on September 15, 2012, 07:14:37 am
does anybody know how to make it more likely a dragon will take over a dwarven civ
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Meph on September 15, 2012, 08:13:13 am
Try the bard uffners raw explorer to see if it helps you find you crash-source.

I had a look through the raws, but nothing caught my eye about the crashes, but I found this:

[INORGANIC:MORPHSTONE_HUSK_ANGRY], [INORGANIC:WARSTONE_BERSERK] and [INORGANIC:MORPHSTONE_MANIAC] will turn your dwarves crazed by adding the tag through a syndrome. This makes them hostile, but as soon as you kill them you start a loyalty cascade, because they are still civ members. I had the same problem in my mod. The solution is to transform them into a dwarf-clone that has the crazed tag already included. This way they turn into a new creature that is no civ member.
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: GrizzlyAdamz on September 15, 2012, 12:28:40 pm
My lord deon,
I present what little crafting knowledge I've gleaned:
Spoiler (click to show/hide)

****
Spoiler (click to show/hide)

That's all I can remember for now, hope it helps.
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Putnam on September 15, 2012, 11:35:33 pm
[INORGANIC] isn't a valid token.
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: crappypappy on September 16, 2012, 01:27:00 am
hey so just started up a game and i didnt like place after i got my 4rd migrant wave so i restarted and my fps only dipped down to the 80s. the map had a river as well spewing water off in a 4x4 embark area
so i made new map this next map also had river and also 4x4 embark area everything going smooth then my first migrant waves hits and its going good but i have a cat and before i can tell it to be butchered it becomes someones pet as soon as it became somones pet my fps dropped down to the 50s idk if its cause of the cat but thats the only thing i noticed and thats the first cat ive had in my forts this past week. any ideas why it would drop like that? also it was leaing misqueto remains everywhere as well but ive had much bigger of a base with water reactors before and about 80 dwarfs before it started dropping into the 60s so idk
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Meph on September 16, 2012, 03:35:14 am
@crappypappy: I know I am not helpful, but please use punctuation. The one cat btw wont be the problem...
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: GrizzlyAdamz on September 16, 2012, 08:32:07 am
[INORGANIC] isn't a valid token.
Damnit!
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Deon on September 16, 2012, 08:49:40 am
hey so just started up a game and i didnt like place after i got my 4rd migrant wave so i restarted and my fps only dipped down to the 80s. the map had a river as well spewing water off in a 4x4 embark area
so i made new map this next map also had river and also 4x4 embark area everything going smooth then my first migrant waves hits and its going good but i have a cat and before i can tell it to be butchered it becomes someones pet as soon as it became somones pet my fps dropped down to the 50s idk if its cause of the cat but thats the only thing i noticed and thats the first cat ive had in my forts this past week. any ideas why it would drop like that? also it was leaing misqueto remains everywhere as well but ive had much bigger of a base with water reactors before and about 80 dwarfs before it started dropping into the 60s so idk
Did you try increasing FPS limit?

GrizzlyAdamz, I've noticed that adv. mode metalcrafting is wonky, I will probably go with toys/tools as you suggested.
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Siaru on September 16, 2012, 06:58:03 pm
Hey Deon, I found a pretty odd and REALLY game breaking bug for Adventure. I started off as a Djinjari Thrower/wrestler. I completed about 6-7 quests, and walked into a Dalesmen fort. Inside of it, I found a book of Necromancy. When I left area that book was in, Another respawned, after I had taken the first, and I repeated this to have 3 Books of Necromancy..
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Deon on September 17, 2012, 05:58:08 am
There's a bugtracker where you can leave bugs for toady.

http://www.bay12games.com/dwarves/mantisbt
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: GrizzlyAdamz on September 18, 2012, 11:07:17 pm
ha, that was kindof a pun. Any new progress?
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Deon on September 19, 2012, 07:25:48 am
Still trying to pin that freezing issue, so no updates yet. I am almost willing to start anew but it hurts to think about it :P.

It happens in the autumn, so it's either some invaders or I don't know... I tried tweaking all enemies and no luck so far. It could be something weird like new secret-related enemy arriving (like necromancers do) and trying to do something he can't (like bring zombies which he cannot because he's a wizard or something) which ends in an infinite loop, but I haven't heard of problems with custom secrets in other mods, so I don't really know :(.
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Meph on September 19, 2012, 09:43:53 am
autumn = dwarven trade caravan and diplomat? What does the gamelog say, last entry: Outpost liaison from xyz arrived ?
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Deon on September 19, 2012, 11:30:47 am
Nope, they may leave and it still freezes. The gamelog does not have a chance to update, it looks like the game enters an endless loop somewhere.
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Deon on September 21, 2012, 01:24:02 am
This stupid freezing issue... It's not invaders, turning them off does nothing. I wish I knew what it is so I could avoid it in the future, but in the meantime I think I will start anew. Trying to isolate the issue takes so much time and still haven't netted results.
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: recluser on September 23, 2012, 08:36:24 am
This stupid freezing issue... It's not invaders, turning them off does nothing. I wish I knew what it is so I could avoid it in the future, but in the meantime I think I will start anew. Trying to isolate the issue takes so much time and still haven't netted results.

Sorry about that, but growing pains are called pains for a reason :(
(I for one can't even remember how many times I borked genesis classic™ by ''tweaking'' it  :P)

Certanly hope it won't get you down.

Also do you plan on reintroducing official support for ironhand at some point or is it gone for good?
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: TomiTapio on September 23, 2012, 11:06:29 am
Phoebus rocks and ores are just so silly, after weeks on tuning the OldGenesis Ironhand new minerals to look good. (biotite(dark iron mica), greenstone, elvan, obsidian as dark blue not gray...)
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Meph on September 23, 2012, 04:15:37 pm
On a related topic: Bloodstone is actually green in RL.

Way more importand: Did you find a fix for your crashes ?
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Deon on September 25, 2012, 12:49:56 am
There're no crashes, there's that freezing issue which happens quite often for many people (not for everyone) which is not invader-related. And I cannot wrap my head around it :(.

P.S. My bloodstone is fictional, not RL :P.
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: GrizzlyAdamz on October 03, 2012, 07:09:18 pm
How goes it?
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Tsuchigumo550 on October 03, 2012, 08:38:16 pm
If it's infinite loop trouble the only thing to do is keep turning on and off variables until something works.

The problem is DF as a whole has 1000 variables going at any given time, so...

When does it happen in autumn? Does it happen around the same date? Has a run-through of the raws revealed anything?
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Siaru on October 03, 2012, 11:40:11 pm
If I remember correctly, Deon said in a stream that he has completed scrapped this build of Genesis, And is working on yet another, in hopes of avoiding this same problem.
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: lwCoyote on October 07, 2012, 03:50:47 pm
If I remember correctly, Deon said in a stream that he has completed scrapped this build of Genesis, And is working on yet another, in hopes of avoiding this same problem.

Any where I can go to follow this?
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Deon on October 08, 2012, 10:22:04 am
Nowhere, it has quite a few stuff already, but I don't want to fall for the same problem, so I am going to release it when I feel like it's more or less complete AND when I make sure that there's no problems.

If it's infinite loop trouble the only thing to do is keep turning on and off variables until something works.

The problem is DF as a whole has 1000 variables going at any given time, so...

When does it happen in autumn? Does it happen around the same date? Has a run-through of the raws revealed anything?
Hah, variables. There's a dozen of files with a hunderd of objects with hundreds of parameters. It's impossible to track it unless you are lucky and a removal of some creature/object file (and adjustment of other files which link to its contents, which is a lot of work) helps. I tried to go this way but failed, but the new build has most of the 4.15 alpha and is not buggy (yet).
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: Pokon on October 11, 2012, 06:41:06 pm
Okay, realy wierd....bug?


Had a small swarm of Griffons fighting a wolven horde in Arena Mod when they suddenly gave birth (all at once, typical message and everything) to nameless independent "cubs". Is this some new "feature" I was aware of or is it the effect of having several blight priests running around?


.....I know that's unlikely, but this is realy crazy.
Title: Re: [MOD] GENESIS (4.15) - Adventure mode classes (barbarian, magician, vagabond)!
Post by: DarbyMcB on October 19, 2012, 03:27:10 am
I know you're working on a re-do of the mod, but I was wondering what the quality values for the different metals were, as I'm finding fewer cobalt pieces of armor than Bronze, but I'm not sure if that makes it better or not. I assume "black bronze" has the same value as bronze.
Title: Re: [MOD] GENESIS [5.0]
Post by: Deon on October 20, 2012, 05:24:28 am
Genesis 5.0, made from scratch, is released.

And here we go again, there's some stuff missing, but at least it should work without freezing.

Just ASCII for now, I will work on graphical version soon. But it uses awesome tileset by Taffer.
Title: Re: [MOD] GENESIS [5.0]
Post by: Deon on October 20, 2012, 02:03:20 pm
Oops, I forgot to update the URL to the new download location. 12 people still found it :P. It's fixed now.
Title: Re: [MOD] GENESIS [5.0]
Post by: Meph on October 20, 2012, 03:39:42 pm
Good luck :) Hope all goes well this time.
Title: Re: [MOD] GENESIS [5.0]
Post by: Deon on October 20, 2012, 10:57:29 pm
Thank you. I also feel like this break I took because of work gave me more inspiration and desire to mod DF, because you know, sometimes you need to pause and think :). Lots of awesome ideas now, I just need to make them alive.
Title: Re: [MOD] GENESIS [5.0]
Post by: Alkhemia on October 20, 2012, 11:26:02 pm
Sexy, Time to get back in to DF.
Title: Re: [MOD] GENESIS [5.0]
Post by: bdsorensen on October 21, 2012, 12:08:33 am
New version? I literally just finished genning a new world!

Ah well.  :P
Title: Re: [MOD] GENESIS [5.0]
Post by: Dohon on October 24, 2012, 05:49:42 am
Deon, the archive I downloaded didn't contain the excel file with all the goodies. Are you revising that as well?
Title: Re: [MOD] GENESIS [5.0]
Post by: Deon on October 24, 2012, 06:44:06 am
Of course, because a lot of stuff have changed. I will make a proper documentation with time :). Most of stuff which is in (workshops at least) can be understood by reading the old manual.
Title: Re: [MOD] GENESIS [5.0]
Post by: Dohon on October 24, 2012, 07:33:15 am
Of course, because a lot of stuff have changed. I will make a proper documentation with time :). Most of stuff which is in (workshops at least) can be understood by reading the old manual.

Roger that! Time to do some exploring. ;)
Title: Re: [MOD] GENESIS [5.0]
Post by: fred1248 on October 24, 2012, 03:25:53 pm
I just noticed... why no cows in genesis 5.0? :(
Title: Re: [MOD] GENESIS [5.0]
Post by: Taffer on October 24, 2012, 04:15:39 pm
Genesis 5.0, made from scratch, is released.

And here we go again, there's some stuff missing, but at least it should work without freezing.

Just ASCII for now, I will work on graphical version soon. But it uses awesome tileset by Taffer.

Thank you kindly for the compliment, and including it! I hope you got the new version in before you packaged it up.

I'm looking forward to fooling around with it as soon as I'm back home this weekend and can rely on something besides my phone.
Title: Re: [MOD] GENESIS [5.1] - Voidwalkers, bandits and stuff.
Post by: Deon on October 25, 2012, 12:57:44 pm
And here we go, the illithids are back! Well, not really, but a race close to them and fitting the theme of this mod.

5.1
- Removed pig tails.
- Added milkweed.
- Added hand axes, a smaller axe still good for chopping trees.
- "Fiber" from clothing is removed, it's now "cotton  shirt" instead of "cotton fiber shirt". I can do nothing with the extra space inbetween, sorry.
- Adjusted triggers for hostile and trading races properly.
- Added a new skulking race: bandits. They wear leather armor and use metal weapons.
- Added a new race, a spiritual successor of the former illithids: Voidwalkers. Evil creatures from the void, they inhabit evil lands.
- Split voidwalkers into 6 castes: banshee, mindflayer, shadowlord, slender, voidmaster, wight. All voidwalkers are resistant to weapons, use moonsilver to fight them.
- Goblins are no longer from EVIL biomes. Evil biomes are the Other World creeping into the creation, and goblins belong to the creation. Goblins are savage instead.
- New evil biome creature: a corruptor, a beholder-like one-eyed monster.

I've also added triggers required to meet a race or get a siege to the first post.


Current racial triggers:


Neutral
- Dalesmen: castle builders and townsfolk, a good source of income and protection. Trigger: 20 dwarves.
- Dherim: desert-dwelling slavers, they will bring you curious goods and all possible animals from their menagerie. Trigger: 10000☼ exported wealth.
- Dwarves: your own brothers and sisters, they will send you migrants and trade with you. Trigger: none.
- Nords: strong northern humans, they will trade you during harsh seasons and they love ale as much as dwarves do. Trigger: 20 dwarves.
- Sylvans: children of the forest, they will dislike you for cutting trees and trade a lot of cloth. Trigger: 5000☼ created wealth, 20 dwarves.

Hostile
- Bandits: outlaws, brigands and other filth who will try to become rich by plundering your stashes. Trigger: 2500☼ exported wealth. Siege: 20000☼ exported wealth.
- Goblins: vile barbarians and brigands, they will attack you in big numbers to loot and plunder. Trigger: 5000☼ created wealth, 20 dwarves. Siege: 80 dwarves.
- Fallen: undead creatures which want your lifeforce. Revenants, shamblers, liches and fallen footpads will siege you to gnaw on your bones. Trigger: 5000☼ created wealth, 20 dwarves. Siege: 100000☼ created wealth, 80 dwarves.
- Kensari: a race of nature-lowing hostile centaur raiders. They use good bows and they are large and strong. Trigger: 500☼ exported wealth, 50 dwarves. Siege: 2500☼ exported wealth, 80 dwarves.
- Ratkin: a cowardly race of rat-like beastmen who will try to steal your wealth. Trigger: 20 dwarves. Siege: 80 dwarves.
- Voidwalkers: a race from the other world, coming into the creation to turn it into their playground. They are resistant to weapons but weak to moonsilver. There are 5 castes: banshee, mindflayer, shadowlord, slender, voidmaster, wight. Trigger: 100000☼ created wealth, 80 dwarves. Siege: 300000☼ created wealth, 110 dwarves.
Title: Re: [MOD] GENESIS [5.1] - Voidwalkers, bandits and stuff.
Post by: Deon on October 25, 2012, 01:01:06 pm
Next release will be tomorrow if the night job doesn't kill me :P. I may just pass out when I come home tomorrow, or I may finish the stuff I am working on. It will have dwarven castes and the remaining altars I promised: the altar of nature and the altar of earth, to get druids and geomancers.
Title: Re: [MOD] GENESIS [5.1] - Voidwalkers, bandits and stuff.
Post by: Deon on October 25, 2012, 01:14:17 pm
Here's some lore I am writing to make the world I am trying to create more understandable. Plumphelmetpunk helped me with the description of the fallen/dalesemen, check it in the game. I will expand the lore when I am not sleepy, because sleepiness kills creativity.

Dalesmen:
  Once there was a Great Empire which spanned the whole world and was immensely strong. However with strength and size comes a corruption, and with a corruption come evil plotters. Their leaders at the time desired the ability to bypass death in order to live forever thus avoiding the eternal slumber. It was this darkness in their hearts which lead them to poison their own King and thus begin a war that would create the Undead Legion. Now the city-states of Dalesmen, a splinter of the former glory, must continue to rebuild while finding a way to fight the evil they allowed into the world.

Undead Knight-lords (Fallen):
  When the Great King was poisoned by Void elixir he died. But his soul came into the Void empowered by the magic of the elixir, so it found its way back and brought other souls with it. They entered their former bodies and woke up from the slumber of death.
  Now fallen are a large group of undead that travel the land claiming all that they come across. Those that fall in battle to their blades will rise again to fight against their former comrades. These Knights are still lead by the fallen heroes of the ancient Dalesmen. Their lust for power has driven them through the ages as they search for a means to share their "immortality" with everyone.

Voidwalkers:
    When the Great Empire realised that their king is an undead lord and what they have done, they tried to make a pact with void speakers, a lonely group of cultists who were leading a reclusive life in the Cavern of Woe. The knights captured their high priests and ordered them to conduct a divination to banish the undeath from the creation.
    The high priest Merrilith tried to explain that the dark magic which keeps the Undead King alive is being channeled from another place where the souls of dead people go and it cannot be simply severed from the creation. In rage the knight lord has beheaded Merilith and declared that if the cultists do not break the tie and do as they are ordered to, they will be all slaughtered. In grim silence the void speakers have conducted a ritual which sealed the channel between the void and the creation, taking the power from the Undead King and killing him in an instant.
    However the dimensional strain started to build up and grow, and after a few years the ties hastily strapped on the pattern of the creation became loose and the void has spilled into the creation, causing the Worldbreak and tainting major regions of the world which became evil and forbidden for living. Strange creatures began to dwell there, and a cruel race of Voidwalkers has crept in our world.
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: Logrin on October 25, 2012, 02:31:07 pm
Loving the lore Deon, especially naming an event The Worldbreak.That and the idea of undead trying to share their immortality with the world.
Title: Re: [MOD] GENESIS [5.1] - Voidwalkers, bandits and stuff.
Post by: Raul on October 25, 2012, 05:33:33 pm
Plumphelmetpunk helped me with the description of the fallen/dalesemen.

Does that mean... Oh man, a Genesis 5 LP by the Plumpster himself!? :D
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: Meph on October 25, 2012, 08:47:04 pm
You might want to adjust the trading triggers for your 5 allies a bit. They way it looks they will all arrive from the second your on, which makes it quite easy to get tons of food/cloth/leather at the start.

Do they all have diplomats, so people can order ? I personally think that it would be great to have some that arrive without diplomats, so you dont know what you get, some arrive with diplomats, that way you can order what you want. Another race comes without bodyguards and you have to protect the caravan, and the last one comes very late in the game, with similar triggers as you voidwalkers. High end traders, so to speak.

Just ideas of course. :)
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: Deon on October 25, 2012, 11:46:37 pm
I actually forgot to include diplomats, thanks for reminding. And I want everything to be accessible first in case there're some problems or freezes. I am afraid of them now :P.

Later I will make nords arrive later.

Hi end traders will be needed when I come up with stuff you can get from caravans only, like rare reagents for special reactions.

Thank you for the feedback!

Raul, I don't think Plump will be doing any DF LP before the next release, but Revocane will stream and record it a lot.

Loving the lore Deon, especially naming an event The Worldbreak.That and the idea of undead trying to share their immortality with the world.
I am happy that the Boss has found it interesting. I would love to see some comics relating to this world :).
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: Raul on October 26, 2012, 01:07:15 am
I don't think Plump will be doing any DF LP before the next release.

Yeah, I know. Doesn't hurt to dream though :P
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: Kon on October 26, 2012, 10:13:27 am
My next fortress will be Genesis 5.x. Playing Masterwork for the first time at the moment. My history of playing mods has been:

Dig Deeper => Civilization Forge => Genesis => Masterwork (DF2 Alpha)

Played several versions of Genesis and looking forward to this one.
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: Rumrusher on October 27, 2012, 06:50:30 am
Currently playing as a (False_wing saga)Bogeyman army in this mod and have to say this lore seem to fit right up my alley in other worldly content.
though looks like it's time to shift over.
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: Deon on October 27, 2012, 10:42:35 am
Shift over? Where to? :)
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: fred1248 on October 27, 2012, 01:11:59 pm
I aboslutelty adore the lore, it's great, I mean, it fits the gameplay of dwarf fortress perfectly while maintaining that distinctively unique theme.
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: Rumrusher on October 27, 2012, 01:35:11 pm
Shift over? Where to? :)
I'm playing 4.8 the void race seems like a good time to jump over and play them.
though currently they don't have any adventure selection.
Also I see the Adventurer race was taken out. Shame I kinda like having some type of creature with interactions from the start.

oh I see you had to do a hard reboot on the mod due to reports of crashing. I don't know if doing this logical.
edit: Ok so I walk into a town as a voidmaster hunted down the vampire in the keep. while I was walking out I saw a small bodypart scurry away. I thought hey that's weird and walk over to find that marketplace was completely slaughtered by the fallen.
Spoiler (click to show/hide)
thanks deon for throwing in events like these to human towns.
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: Slax on October 29, 2012, 07:13:42 pm
Sending you a vat of Finnish vodka via the dream world, Deon.
You magical worldmaker you!
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: Deon on October 29, 2012, 11:36:19 pm
Wow, that's a nice picture of undead apocalypse, Rumrusher!
Thank you, Slax. I will try to push an update today before I go to work.
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: Rumrusher on October 30, 2012, 09:46:53 am
I kinda hope to find some bogeymen to kickstart the second chapter of the F_W saga though so far haven't got alot success from the night.
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: Deon on October 30, 2012, 10:05:50 am
I've found some problems with tanning reactions and altars which are easy to fix.

I will upload a new version soon, working on it right now.
Title: Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
Post by: Sprin on October 30, 2012, 02:44:34 pm
OOO cant wait!!
Title: Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
Post by: Deon on October 30, 2012, 03:43:42 pm
I'm still working on the graphical version, there's many creatures to map, but here's a version with fixes and some additions so you don't play a broken version.


5.2
- Fixed problems with altar summoning/blood rituals not working.
- Fixed tanning reactions for both adventure and fortress mode.
- Added fletcher and rocktip arrow/bolt making.
- Added shroom shrine and occult grove with rituals.
- Added chance to become druid by performing rituals in occult grove.
- Milkweed is now "silkweed", with proper seeds.
- Added bronze centurion and utility spider. Both are expensive pets which do not breed. Utility spiders are dog-sized copper constructs who can clean dwarves and hunt vermin.
- Temporary added dogs (they will be replaced with different breeds soon).
Title: Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
Post by: Meph on October 30, 2012, 07:17:16 pm
Quote
who can clean dwarves

Genius ^^ I am laughing so hard right now... I also cant see how any dwarf I know would be clever enough to invent something like that, but damn, that is a nice idea ^^
Title: Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
Post by: Tsuchigumo550 on October 30, 2012, 08:53:59 pm
I imagine dwarves are sort of like humans, but more extreme: every once in a while you'll get the Einstein, but 99% of the ones that came to YOUR fortress in the middle of nowhere have just enough brain cells to rub together to think "Hey. I want a break. Let's take one!"
Title: Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
Post by: Deon on October 30, 2012, 11:04:52 pm
I imagine dwarves are sort of like humans, but more extreme: every once in a while you'll get the Einstein, but 99% of the ones that came to YOUR fortress in the middle of nowhere have just enough brain cells to rub together to think "Hey. I want a break. Let's take one!"
That sounds exactly like humans here. Even me :P.
Title: Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
Post by: fire1666 on October 31, 2012, 02:53:50 am
Hai deon.
Have you heard of a youtuber called Revocane?
Anyways hes planning on starting a new DF series with you mod but is waiting for graphical *i told him about the voidwalkers and he got excited XD*
probs is now since your addign voidwalkers i now have 3 mods i would like to make a mod to expand them on XD
anyways stellar work so far deon like most of your work, im looking foward to the graphical tileset :D
Title: Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
Post by: Deon on October 31, 2012, 04:00:30 am
Of course I know him, have you been to his streams?? I am there most of the time.
Title: Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
Post by: fire1666 on October 31, 2012, 04:37:12 am
Of course I know him, have you been to his streams?? I am there most of the time.
cool beans i watch them too :D
Title: Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
Post by: Rumrusher on October 31, 2012, 01:59:53 pm
really having an issue with getting bogeymen to pop up. also you might want to get dfhack for the built in Df therapist among other things.
Title: Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
Post by: Deon on November 01, 2012, 12:07:57 am
A bit of lore for dwarves.

Dwarves:
Dwarves are an ancient race, born by the mountain itself. All dwarves used to live in a huge mountainhome and were a mythical race to most living. They were hardy workers and defenders and there were thousands of them, living in harmony and digging the stone like ants in a huge ant mound. They almost never left their mountain and avoided contacts with any outside races.
When the Worldbreak happened, dwarven elders decided to seal off their Mountainhome from the outside world completely and move into depths, closer to the warmth of the mother earth. That was the doom of the grand settlement.
Hardy miners discovered shining rocks which they could barely chip with their pickaxes. Upon further examination it appeared to be an ore of extremely strong and light metal, and the greed was born. Here and there dwarves were digging around like mad, trying to find more of the precious ore they called adamantine. However one day the pick hit an adamantine vein and it sounded like the vein was hollow...
After the fall of the grand mountainhome small groups of dwarven migrants fled into the outside world, terrified and lost. They formed new kingdoms which were nowhere close to the cradle of the civilization. The name of the place was itself forbidden and forgotten, and new fortresses were named by combining random names to avoid any possibility of the recreation of the cursed name. Now it's in the hands of dwarves to rebuild that which was lost and find a new future.


Now I am halfway done with graphics, so expect a graphical version soon.
Title: Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
Post by: sackhead on November 01, 2012, 12:34:10 am
i love it
nicely done and a little bit funny
Title: Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
Post by: Slax on November 01, 2012, 02:34:08 am
Here (http://www.youtube.com/watch?v=OrVt3-iW170) you'll find some somewhat obscure fantasy plant life, just in case you ever feel the need to add some more, Deon.
Tree people too. Good for the future DF update, I imagine. :)
Title: Re: [MOD] GENESIS [5.3] - Ironhand, dogs and sauna.
Post by: Deon on November 02, 2012, 02:21:40 pm
5.3
- First graphical release (icons are present for civilized creatures only). Ironhand tileset.
- Dark shrine no longer requires obsidian statues/blocks, any will work now.
- Common "dogs" are no more.
- New domestic creature: hound. Fast and natural sneaker.
- New domestic creature: mastiff. Good biting and doging skills, bigger size.
- New cavern creature: pekyt. A jelly animal which can be milked for yoghurt.
- Sauna vent/magma sauna vent. Operate it to create sauna steam which increases toughness, disease resistance and recuperation of dwarves.



I will upload 5.4 once I am done assigning and making tiles for non-civ creatures. Right now they are letters.
Title: Re: [MOD] GENESIS [5.4] - deep furnace, sawmill and furniture workshop.
Post by: Deon on November 02, 2012, 04:03:16 pm
I forgot that I haven't added alchemy system to Genesis 5 yet, so here's something for you to get the special metals. And a little furniture bonus.



5.4
- Added deep furnace; it requires magma.
- Added mithril.
- Deep furnace: smelt iron, coal, flux and bauxite to make bloodsteel.
- Deep furnace: smelt silver, coal and flux to make moonsilver.
- Deep furnace: smelt iron, aluminum, silver, coal and flux to make raw mithril.
- Deep furnace: smelt iron, coal, flux and obsidian to make voidsteel.
- Raw mithril can be transformed into threads and wafers (like adamantine) for mithril metal objects and mithril cloth.
- Added sawmill, it saws one log into two blocks.
- Added furniture workshop, it makes dining, office and bedroom sets from blocks.
Title: Re: [MOD] GENESIS [5.4] - deep furnace, sawmill and furniture workshop.
Post by: Meph on November 02, 2012, 04:10:56 pm
Isnt Bauxite a real life source for aluminum ?  Or did you just take it for its color ?

Quote
- Added sawmill, it saws one log into two blocks.
Maybe 4 blocks, considering that 1 rock also gives 4 blocks...
Title: Re: [MOD] GENESIS [5.4] - deep furnace, sawmill and furniture workshop.
Post by: Deon on November 02, 2012, 04:22:02 pm
I thoght about 2 or 3, 4 would be too cheap for furniture :).
I took bauxite for color (and rarity), as I said I plan a better alchemy system with animal reagents, but it's not done yet, so the current method was to provide access to those metals in a proper way.
Title: Re: [MOD] GENESIS [5.4] - deep furnace, sawmill and furniture workshop.
Post by: Meph on November 02, 2012, 04:35:19 pm
The wooden blocks cant be used for furniture, only for constructions, walls, floors, fortifications...
Title: Re: [MOD] GENESIS [5.4] - deep furnace, sawmill and furniture workshop.
Post by: Deon on November 02, 2012, 04:41:14 pm
They can, in the furniture workshop.

Quote
- Added furniture workshop, it makes dining, office and bedroom sets from blocks.
Title: Re: [MOD] GENESIS [5.4] - deep furnace, sawmill and furniture workshop.
Post by: Deon on November 03, 2012, 03:25:00 am
Oh hey, it looks like LFR has voidwalkers. I must have seen it some time before and later thought that I "invented" it. I will revise it, I wrote a sorry message in LFR thread :D.
Title: Re: [MOD] GENESIS [5.4] - deep furnace, sawmill and furniture workshop.
Post by: fire1666 on November 03, 2012, 03:51:56 am
Oh hey, it looks like LFR has voidwalkers. I must have seen it some time before and later thought that I "invented" it. I will revise it, I wrote a sorry message in LFR thread :D.
Dude i dont know what narhiril's opinion is on it...
But personaly if there where more mods with voidwalkers that could only meen one thing, that being that they are able to use OUR forums to appear inside OUR raw files...
Meening ONLY ONE THING
LFR has created a monstor that we could not possibly fathome the EPIC adn AWESOME for...
Title: Re: [MOD] GENESIS [5.4] - deep furnace, sawmill and furniture workshop.
Post by: Alkhemia on November 03, 2012, 04:54:14 am
Oh hey, it looks like LFR has voidwalkers. I must have seen it some time before and later thought that I "invented" it. I will revise it, I wrote a sorry message in LFR thread :D.
Well it not like there in WC3/WoW, Nexus Wars, Darksiders , etc and aren't they basically Cthulhu mythos Star-spawn/D&D Mind Flayers?
Title: Re: [MOD] GENESIS [5.4] - deep furnace, sawmill and furniture workshop.
Post by: Deon on November 03, 2012, 06:13:42 am
Here they are basically illithids, slender men, banshee and a few other castes; basically the manifestation of human fears.
Title: Re: [MOD] GENESIS [5.4] - deep furnace, sawmill and furniture workshop.
Post by: Deon on November 06, 2012, 11:12:58 am
I've finally finished dwarven castes, so a new release will be today soon.

On regular basis dwarves learn skills at 50% rate now (combat skills at 125-150% rate because the mod is dangerous), however castes have bonuses to appropriate skills to fight it. Profession specialization by caste will be important, and there won't be as many legendary dwarves in your fort.

* '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 are not a big deal for them. They are usually proficient miners, architects, engravers, jewelers and stoneworkers.

* 'Jade clan' dwarves often take roles of nobles and scholars because of their natural disposition to noble arts and medical skills. They become great doctors and accountants, however drafting them in army is a mistake.

* 'Clay clan' dwarves are known for their crafty hands, hospitality and friendliness. They love to work, to tend to plants and to cook. They become good crafters and farmers.

* 'Steel clan' dwarves are a rare caste, they are usually strong and agile and master combat arts quickly. They are immune to most diseases and ailments, and even some wizards cannot do anything to these stubborn dwarves.

* 'Shroom clan' dwarves are lazy bastards who will unlikely become important no matter what they do. They learn skills slowly, however they are cheerful idiots who can stay happy in most situations. They are usually used as haulers because they don't complain about heavy cargo or wet tunnels.

* 'Obsidian clan' dwarves are natural smiths and furnace operators. They learn these professions quickly and soon become legendary weaponsmiths and furnacers if assigned to the task.

* 'Dark clan' dwarves are touched by the corruption. They don't grow beards and have four tentacles on their face instead. They are often shun by other castes, but they tend to find a way with beasts and animals, thus becoming good animal trainers and trappers.

* 'Deep clan' dwarves are as sturdy as stone dwarves and prefer to live deep underground. They lack stone dwarves proficiency in stonecrafting, however they become great miners and furnace operators. While they can still get ill, they learned to resist most forgotten beast syndromes.



If you think that there definitely should be another caste which I missed, please suggest.
Title: Re: [MOD] GENESIS [5.4] - deep furnace, sawmill and furniture workshop.
Post by: at10ti0n on November 06, 2012, 01:54:00 pm
All looks nice dennis :) just give us the Steel clan dworfs already so that Revo can pimp up his army ;)

btw thanks for the great work you put on genesis reborn version!
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: Deon on November 07, 2012, 03:08:00 am
5.5
- Added dwarven castes: stone, clay, jade, shroom, steel, obsidian, deep and dark.
- Added new savage animals: blood ape, monstrous spider, scorpid, zauros.
- New semimegabeast: manticore. A lion with wings and a scorpion tail, with deadly venom.
- New semimegabeast: sand king. A giant scorpion which can breathe sand clouds and hide in sandstorm.
- New semimegabeast: wyrm. A smaller version of a dragon, greedy and stupid. Good source of dragonscale.
- New megabeast: ape king. A huge muscular ape, it can summon blood apes from corpses.



Now I will rework cavern populations and add end-game shrines to make dragonslayers (with dragon shouts), vampires and lycantropes, and then I will work on graphics support full-time.
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: sackhead on November 07, 2012, 04:20:17 am
i like the sand king and its neat to have castes
the ape king makes me think of king kong
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: Deon on November 07, 2012, 04:44:12 am
It was exactly the source of inspiration and the way I want it to be seen, I am glad it worked :).

Zauri (plural of Zauros) are basically raptors. They are bipedal tropical lizards with scythe-like talons on their feet.
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: Deon on November 07, 2012, 11:43:31 pm
Okay, I've got a random idea now when I was returning from work. Every dwarf will be able to throw a rock. It will be an interaction, so they will get it from nowhere, but why not? They can always pick a rock somewhere and carry it around. To balance it, it takes a while for it to "reload", but now a mob of peasants can scare away a group of animals or survive against a few enemies.

Also I am adding new endgame metal volcanite. It will require adamantine, obsidian and deep forge. It will have adamantine stats, but it will be heavier, so it will be viable for blunt weapons too, and you will get 3 volcanite bars from 2 adamantine bars and obsidian.

I would love to hear some brainstorming ideas. You never know what a random forum member can come up with.

I also develop a new cave adaptation mechanic (and a few other trigger-based mechanics). Basically different castes will get different benefits from becoming cave adapted, like spells or abilities. Also "does not care for anything anymore" will give benefits to steel caste and negative penalties to shroom dwarves.
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: Xantalos on November 08, 2012, 12:31:45 am
This is getting better and better with every update.
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: Rumrusher on November 08, 2012, 02:56:26 am
I was wondering about Bogeymen ever since I came back to genesis, is it a glitch or have I been looking in the wrong areas for them?
wonder if the Flesh beards get to lightly corrupt their rocks and chuck it at animals for an explosive effect.
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: milo1109 on November 08, 2012, 03:57:53 pm
IS there a mac version?
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: Siaru on November 08, 2012, 05:43:06 pm
Hey, is Meteoric still same/similar quality to steel, or did you change that since old genesis? Thanks.
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: sackhead on November 08, 2012, 07:59:23 pm
i love the rock throwing idea
im not so keen on the name volcanite seams a bit cheesy to me plus i think  but the ideas pretty cool plus i think it is a real rock
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: greycat on November 08, 2012, 08:38:45 pm
IS there a mac version?

You should be able to drop the Mac executables, libraries, etc. on top of a fully extracted Genesis directory, and simply run it.  That's what I do on Linux, anyway.

If there's some special Windows utility to manage raw files, then that may or may not work under emulation.  (I tried that once with "old Genesis" in Wine on Linux... it was an utter disaster.)  Fortunately, the old Genesis default extraction had all features enabled, so I didn't actually need to run the manager utility.
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: milo1109 on November 08, 2012, 10:44:18 pm
Whenever I make a world every location is freezing with no trees.
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: Deon on November 09, 2012, 12:08:07 am
Uhm, no. You probably pick such regions, and remember that embark time is early spring. The maps are the same as in vanilla, just with 0 generated secrets/weather/regional curses to allow custom ones (when you generate advanced world).

I settled on the name "vulcanite".

Meteoric iron is like steel for now, but it will have bonuses against a certain type of enemy which appear in the mod soon.
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: Siaru on November 09, 2012, 12:37:43 am
Meteoric iron is like steel for now, but it will have bonuses against a certain type of enemy which appear in the mod soon.

Good to know that it'll be a bit more special soon :D
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: Raul on November 09, 2012, 01:34:32 am
Wow, while using Legends Viewer (http://dffd.wimbli.com/file.php?id=3556) to check a Genesis 5.5 world I just created, I seem to have found the most badass sylvan ever.
She is 669 years old and is the Druid of The Emerald Island, a civilization of sylvans, since she was 351. Her skills are as follows:
Spoiler (click to show/hide)

Not that impressive, huh? Well, check these out:
Spoiler (click to show/hide)

You see all those deaths? Well, apparently, she was the only one fighting for her side in all those battles. (Warning: huge image)
Spoiler (click to show/hide)

So, she killed 4339 invaders AND pillaged one of the invaders' hamlets, all by herself? Besides, she isn't a werebeast, nor a vampire.
Spoiler (click to show/hide)

Seems pretty legit to me.
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: Deon on November 09, 2012, 01:40:12 am
Awesome. She is that great because she was born in -119. A human born at the same time would die of old age BEFORE the world was created. How badass is that?
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: milo1109 on November 09, 2012, 11:02:34 am
Uhm, no. You probably pick such regions, and remember that embark time is early spring. The maps are the same as in vanilla, just with 0 generated secrets/weather/regional curses to allow custom ones (when you generate advanced world).

I settled on the name "vulcanite".

Meteoric iron is like steel for now, but it will have bonuses against a certain type of enemy which appear in the mod soon.
I have generated 5 worlds, and picked warm with wood land. They all turn out to be the same map. No trees and frozen water
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: Deon on November 09, 2012, 11:26:10 am
How do you make it? :D

Send me a save please.

Meanwhile, I am trying to add steam engines from DFHack thread.
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: Deon on November 10, 2012, 06:56:33 am
Amazing, DFHack minds helped me to add steam engines. Now if only I could find a way to make workshops to require power, then sawmill and a few foundries would require it. We'll see what dfhack guys will say.
Title: Re: [MOD] GENESIS [5.5] - dwarven castes,savage animals,new mega- and semimegabeasts
Post by: TomiTapio on November 10, 2012, 09:10:07 am
Awesome. She is that great because she was born in -119. A human born at the same time would die of old age BEFORE the world was created. How badass is that?
Nah, the pantheon did not create the world at year zero, that year is when the primitive tribes figure out they can Spread and Wage War.
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: Wiro on November 10, 2012, 09:12:07 am
Maybe I'm missing something, but any chance we might see this mod with Phoebus Tileset?
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: Deon on November 10, 2012, 09:13:07 am
5.6
- DFhack and Dwarf Therapist come with the game.
- Removal of most of double-named gems. The gem types are just a few now, it's easier to understand and a preparation for the alchemy update.
- New alloy - vulcanite. Requires adamantine, obsidian and Deep furnace. A dense/heavy version of adamantine with better cutting edge.

- Big overhaul of cave populations. Lots of new animals and insects with custom bodies.
- Cavern layer 1. Theme - caves. Insects, slimes and slimy animals.
- Cavern layer 2. Theme - underground jungle. Amphibians, giant insects and weird creatures.
- Cavern layer 3. Theme - hollow caves (wasteland). Giant sandworms, wasteland type animals (dwarven robots will be here soon).
- Magma layer and magma pools: new creatures and rework of existing ones. Ifreet, imp, hellbat, magma rock, fire spirit and magma guardian.

- Any dwarf can now throw a rock at his enemy from time to time (interaction).

- New workshop: Tinker's workbench.
- Tinker: make axebows here (a hacking crossbow, uses hammer skill to keep your hammer-crossbow dwarves useful in melee and avoid treecutting).
- Tinker: make soulgems from copper bars and small gems.
- Tinker: make bronze centurion frame from many bronze bars.

- New workshop: Soul forge.
- Soul forge: animate centurion. Requires bronze centurion frame, soulgem and a dwarf. Dwarf transforms into bronze centurion.
- More constructs are scheduled, I am reworking them.

- New workshops: steam engine and magma steam engine.
- Build them over a downstairs tile which leads to water.
- Stock boiler (uses coal) to power up the workshop. Then you can connect axles and gears to the tiles with gears on the workshop to get power.
- If the reaction is not there, you have not built the steam engine over downstairs leading to water.

- Lots of small additions I cannot remember right now.




I forgot to add some stuff I want, like cavern bees into the underground jungle and some gem shapes. I need to run now, my wife waits for me in a shopping center.

Next update will include those minor things, as well as new alchemy update. The fact that I am using DFHack now allows me to do fancy stuff. Like alchemical brewing of poisons which you will be able to apply to weapons to make them poisonous.
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: Deon on November 10, 2012, 09:19:40 am
DFFD is down for now, so I re-uploaded the mod files to Mediafire.

Maybe I'm missing something, but any chance we might see this mod with Phoebus Tileset?
The problem here is that I can manage working with two versions (ASCII/Ironhand) using Winmerge (although it leads to some errors). Working with 3 versions is 3 times harder and will bring more problems and possible bugs. In the future, quite possible, but right now I am focused on core mod mechanics. You can ask someone else or port the mod to Phoebus yourself using utilities like Raw Tile Selector with ease.
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: Dibber6 on November 10, 2012, 01:11:23 pm
Hey, guys. Sorry if I'm completely missing something, but I'm new to using mods on DF. Whenever I try to use genesis, it says "The program can't start because fmodelx.dll is missing from your computer. Try reinstalling the program to fix this problem." I looked, and fmodelx.dll is there. Thanks in advance!
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: Meph on November 10, 2012, 01:20:54 pm
Quote
- New workshops: steam engine and magma steam engine.
- Build them over a downstairs tile which leads to water.
- Stock boiler (uses coal) to power up the workshop. Then you can connect axles and gears to the tiles with gears on the workshop to get power.
- If the reaction is not there, you have not built the steam engine over downstairs leading to water.

Just wanted to ask how you made anything that requires water, and/or produces power ?
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: Putnam on November 10, 2012, 01:37:12 pm
DFhack has the functionality by default.
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: Deon on November 10, 2012, 02:12:14 pm
Yes, it's a dfhack library, and I plan to study DFhack a bit more to expand the modding possibilities. Modding pure RAWs becomes a bit too tight for me, I want more.

Hey, guys. Sorry if I'm completely missing something, but I'm new to using mods on DF. Whenever I try to use genesis, it says "The program can't start because fmodelx.dll is missing from your computer. Try reinstalling the program to fix this problem." I looked, and fmodelx.dll is there. Thanks in advance!
It's probably DFHack issue, did you try to put that DLL in your system32 folder?
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: Dibber6 on November 10, 2012, 02:48:38 pm
Yes, it's a dfhack library, and I plan to study DFhack a bit more to expand the modding possibilities. Modding pure RAWs becomes a bit too tight for me, I want more.

Hey, guys. Sorry if I'm completely missing something, but I'm new to using mods on DF. Whenever I try to use genesis, it says "The program can't start because fmodelx.dll is missing from your computer. Try reinstalling the program to fix this problem." I looked, and fmodelx.dll is there. Thanks in advance!
It's probably DFHack issue, did you try to put that DLL in your system32 folder?

Could that mess up my computer? I am computer illiterate, and I had to look up what system32 was, and it said most of the files are vital for my computer to function. Is it safe to put the file in there?
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: AutomataKittay on November 10, 2012, 02:51:40 pm
Yes, it's a dfhack library, and I plan to study DFhack a bit more to expand the modding possibilities. Modding pure RAWs becomes a bit too tight for me, I want more.

Hey, guys. Sorry if I'm completely missing something, but I'm new to using mods on DF. Whenever I try to use genesis, it says "The program can't start because fmodelx.dll is missing from your computer. Try reinstalling the program to fix this problem." I looked, and fmodelx.dll is there. Thanks in advance!
It's probably DFHack issue, did you try to put that DLL in your system32 folder?

Could that mess up my computer? I am computer illiterate, and I had to look up what system32 was, and it said most of the files are vital for my computer to function. Is it safe to put the file in there?

If you paste the DLL to there and doesn't get a note about replacing files, then it's usually safe. Though that assumes that it's not a malware, which DFHack shouldn't be.

I don't uses DFHack so I don't know if it'll fix it!
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: Deon on November 10, 2012, 03:02:51 pm
Ask in DFHack thread why did your problem happen in the first place. I can run it without any additional copy-pasting.
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: CaptainArchmage on November 10, 2012, 03:15:51 pm
Just a little request:

Would you be able to provide the plain raws (just the raws) as with the previous version please? Its just that I can download and install DFhack myself and its a smaller download just to get the raws.
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: Slax on November 10, 2012, 07:04:22 pm
Too bad the mushroom dwarf caste turned into slackers. They were my favorite way back when they had super healing.
Guess it fits the name better though. :P
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: Rumrusher on November 10, 2012, 09:56:22 pm
oh sweet now I don't have to deal with porting Dfhack over to the next genesis... just the scripts and dfusion.
speaking of which deon you might want to include this... (https://raw.github.com/warmist/dfhack/experimental-dontmerge/scripts/gui/companion-order.lua)
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: Deon on November 11, 2012, 03:23:44 am
Is it what I think? Does it allow you to force companions to equip items? If so, I love you!

I will probably need some help setting it up, but I will try to do it myself to learn it.

Also, success! I will release a small update soon before I go to work, with poisons.

(http://i.imgur.com/FFTnq.png)
Title: Re: [MOD] GENESIS [5.6] - DFHack, Steam engines, Caverns, Axebows...
Post by: Deon on November 11, 2012, 03:50:41 am
Holy hell, Rumrusher, I love you.

People, with the plugin Rumrusher gave me you can order companions to wait/follow, equip and drop certain items etc. It is freaking amazing. I am going to work on adventure mode crafting right now to make adv. mode more epic.
Title: Re: !!GENESIS!! [5.7] - advmode craft, companion orders, aim catapult, poisons.. +++
Post by: Deon on November 11, 2012, 05:42:19 am
5.7
General
- Multiple dfhack functions are enabled by default.
- FPS-improving tweaks of DFhack are enabled.
- Base FPS limit is set to 200 to increase settling speed.
Dwarf mode
- You can quicksave with Ctrl-Alt-S.
- You can shoot siege engines at defined rectangles and load custom objects (blocks, bins, anything).
- Press Alt-A while selecting siege engine to enter advanced menu.
- You can use Alt-Shift-N/R/T/Q in the unit list to sort units by name/arrival wave/profession/squad position.
- You can press "l" in the unit list to assign jobs Dwarf-Therapist style within the game.
- When assigning units to squad, squad-less units are colored differently from those already in squad.
- New building: alchemical still.
- New plant: bitterroot.
- Bitterroot and shadowleaf have poisonous extracts.
- Shadowleaf poison reduces skills and slows down greatly.
- Bitterroot poison paralyses.
- You can coat weapons, bolts and arrows with bitterroot and shadowleaf poisons in alchemical still.
Adventure mode
- Fixed adventure mode chitin tanning.
- Added leatherworking. You can now use all those tanned hides to use (armor, clothes, backpacks).
- Added transmutation mechanic.
- Craft horadric cube from any gem you find.
- Use horadric cube to transmute weapons/armor into bars (consumes gems as catalyst).
- Use bars to create weapons (consumes gems as catalyst).
- Press Alt-C to give orders to companions.
- You can order companions to drop everything they wear/wield.
- You can order companions to pick up/equip items from the tile they are standind on.
- You can order your companions to walk to a specific tile.
- You can order your companions to wait. They become immobile until you order them to follow.
- You can make your companions to leave you.
Title: Re: !!GENESIS!! [5.7] - advmode craft, companion orders, aim catapult, poisons.. +++
Post by: Deon on November 11, 2012, 05:49:55 am
And here's a little how-to so you don't get lost. I've added it to the first post too.

Quote
Dwarf mode:
[Ctrl-Alt-S] Quicksave.
[Alt-Shift-N/R/T/Q] In unit screen, sorting by name/migration wave/profession/squad.
[l] (lowercase L) in unit list, mass-assigning and group-assigning jobs in one table.
[Alt-A] While "q" over a siege engine, activating advanced menu which allows to target specific area and load custom objects into catapults.
[Alt-R] While assigning rooms, browse other rooms owned by the same dwarf.

Adventure mode:
[Alt-C] Open companion order menu, you can order them to drop equipped items, equip items from the ground, move, wait, follow, leave etc.

STEAM ENGINE: it's a workshop you have to build over "stairs down" tile leading to water. By powering it with fuel you can get power. The output tiles are those which look like gears (*), connect axles to them. Note that you can only connect the workshop to get power only AFTER you build it.
Title: Re: !!GENESIS!! [5.7] - advmode craft, companion orders, aim catapult, poisons.. +++
Post by: Rumrusher on November 11, 2012, 06:09:56 am
here's "Get in" which works if you're already riding a minecart and have the Xpointer on top of the yourself
shove this code in the order list
Code: [Select]
{name="Get in",f=function (unit_list,pos)
    if not CheckCursor(pos) then
        return false
    end
adv=df.global.world.units.active[0]
item=getItemAtPos(getxyz())
print(item.id)
    for k,v in pairs(unit_list) do
v.riding_item_id=item.id
ref=df.general_ref_unit_riderst:new()
ref.unit_id=v.id
item.itemrefs:insert("#",ref)
end
return true
end},
shove this any where near the other loose functions
Code: [Select]
function getItemAtPos(x,y,z) -- gets the item index @ x,y,z coord
        --local x,y,z=getxyz() --get 'X' coords
        local vector=df.global.world.items.all -- load all items
        for i = 0, #vector-1 do -- look into all items offsets
                local curpos=vector[i].pos --get its coordinates
                local cx=curpos.x
                local cy=curpos.y
                local cz=curpos.z
                if cx==x and cy==y and cz==z then --compare them
                        return vector[i] --return index
                end
        end
        --print("item not found!")
        return nil
       
end
function getxyz() -- this will return pointers x,y and z coordinates.
        local x=df.global.cursor.x
        local y=df.global.cursor.y
        local z=df.global.cursor.z     
        return x,y,z -- return the coords
end

and now you can order companions to ride shotgun on your cart.
though you might end up having them all killed if you don't learn proper driving.
Title: Re: !!GENESIS!! [5.7] - advmode craft, companion orders, aim catapult, poisons.. +++
Post by: Deon on November 11, 2012, 06:10:45 am
This is amazing. Thank you :).
Title: Re: !!GENESIS!! [5.7] - advmode craft, companion orders, aim catapult, poisons.. +++
Post by: Raul on November 11, 2012, 06:15:59 am
This new version sounds amazing! The companion order menu sure seems incredible, but is there a way to make companions automatically pick up and equip upgrades to their weapons/armor?
Title: Re: !!GENESIS!! [5.7] - advmode craft, companion orders, aim catapult, poisons.. +++
Post by: Deon on November 11, 2012, 06:18:49 am
It's a bit of a chore right now, but much better than nothing (and bodyswap).

Rumrusher, could you add an option to make companions to drop what they HOLD only? So they don't drop armor when they swap weapons/shields.
Title: Re: !!GENESIS!! [5.7] - advmode craft, companion orders, aim catapult, poisons.. +++
Post by: Raul on November 11, 2012, 06:32:59 am
Oh yeah, it certainly is much better than bodyswap, no doubt about that! I would also like to thank Rumrusher for this plugin, never heard about it before!
Title: Re: !!GENESIS!! [5.7] - advmode craft, companion orders, aim catapult, poisons.. +++
Post by: CaptainArchmage on November 11, 2012, 08:34:44 am
Do you know if there's a way to merge updates with a previous version of Genesis? That is to add the new features (except extra civilisations) to an already in-progress game.
Title: Re: !!GENESIS!! [5.7] - advmode craft, companion orders, aim catapult, poisons.. +++
Post by: Rumrusher on November 11, 2012, 08:50:01 am
Oh yeah, it certainly is much better than bodyswap, no doubt about that! I would also like to thank Rumrusher for this plugin, never heard about it before!
you mean bodyswap the code anga made? oh uhh yeah thank warmist/darius for the companion-order plugin I just made a few(the other 2 are kinda "cheaty" due to one is full revive and the other is give companions max stats though full revive a blessing since the one I just posted will most likely murder your companions if you push to much.) addons to it... also I think there was a better bodyswap function before anga made his that I have that allows you to switch to any one you want. I'll just drop the code for any one to use since I think dfusion doesn't come with it.
Title: Re: !!GENESIS!! [5.7] - advmode craft, companion orders, aim catapult, poisons.. +++
Post by: Deon on November 11, 2012, 09:30:58 am
  I just don't want players to resort to bodyswapping to dquip companions. So can you help me woth "drop what they hold only" script?
Title: Re: !!GENESIS!! [5.7] - advmode craft, companion orders, aim catapult, poisons.. +++
Post by: crazz2323 on November 11, 2012, 12:45:45 pm
Ok, I am confused here... I want the latest and greatest Genesis for Dwarf Fortress.. is it this? I also saw a Genesis 11c version ... What is the latest Genesis that mods the latest version of Dwarf Fortress?
Title: Re: !!GENESIS!! [5.7] - advmode craft, companion orders, aim catapult, poisons.. +++
Post by: Meph on November 11, 2012, 12:51:05 pm
A... dfhack. That explains a lot. Be sure to include the dfhack script that adds a search function to the trading screen, if you havent already. falconne wrote it a while back.

I also use a custom written dfhck script that scans the gamelog and if it finds special keyword "transformed into a prophet of armok, smiting the whatver with fire" it will run immolate by itself, and other scripts. The elven magic tree runs regrass, growth and such things, instagrowing all plants in farms, or regrowing all trees. Very powerful, therefore very expensive.

How about your "aim catapult" and poison-coverings ? both dfhack as well ?
Title: Re: < GENESIS > [5.8] - serpentfolk, merfolk, new creatures and beeeeeeees
Post by: Deon on November 11, 2012, 01:00:12 pm
5.8
- Added creatures for good (magical) areas: beholder, spellbook, fairy dragon.
- Added niths to mountains (small humanoid vermincatchers).
- Tweaked mountain populations a bit to diversify goats.
- Mountain trolls now properly spawn in mountains.
- Added serpentfolk and merfolk races.
- Serpentfolk use a variety of armor and weapons (including some new ones) and have a paralyzing bite. They are savage wetland dwellers.
- Merfolk cannot talk, thus they will attack you very soon. They use very basic weapons and leather armor only. They are pool/river/swamp dwellers.
- Fallen now utter instead of speaking. It makes their names into gibberish, but there's no longer "adopt fallen as civ member, have zombie apocalypse when adventurer arrives into town".
- Added wasps to underground jungle (2nd cavern layer). Now the additional prizes for breaking into 2nd cavern are underground honey and mead.



Now I should rush to work, but tomorrow I will try to work on custom werecreatures and vampires.



Ok, I am confused here... I want the latest and greatest Genesis for Dwarf Fortress.. is it this? I also saw a Genesis 11c version ... What is the latest Genesis that mods the latest version of Dwarf Fortress?
It is the latest version of DF. That one you mentioned is called "oldgenesis" for a reason, it was made for the old version of DF.

Quote
How about your "aim catapult" and poison-coverings ? both dfhack as well ?
Yeah, check the dfhack thread, they have that as a script.
Title: Re: < GENESIS > [5.8] - serpentfolk, merfolk, new creatures and beeeeeeees
Post by: crazz2323 on November 11, 2012, 05:57:53 pm
Ok, great. Just making sure. I see no Phobes tileset, just Ironhand, is that discontinued? I saw this http://genesis-mod.webs.com/  but  is there an updated guide on what all the minerals, flora, seeds etc are for?
Title: Re: < GENESIS > [5.8] - serpentfolk, merfolk, new creatures and beeeeeeees
Post by: Deon on November 12, 2012, 12:06:08 am
That site was for the old version of Genesis 3. I will make a good tutorial, readme and site when I'm at least halfway done with the stuff I want to add. Right now you can refer to the first post for the info, and if something seems strange or unclear you can always ask.
Title: Re: < GENESIS > [5.8] - serpentfolk, merfolk, new creatures and beeeeeeees
Post by: Siaru on November 12, 2012, 01:31:53 am
Okay, I'm having some extremely weird happen with adventure mode. I was a dwarf who started out in a nord area with a large amount of hamlets and forts. I decided to go north to greener areas after two quests, and gathering four nord companions. I continued for a long while through tundra in Fast-Travel mode, until I couldn't because of a glacier. So, I started walking normally across the glacier. After about 2 Region-map squares worth of traveling ,things got really weird. One "chunks" worth of the glacier suddenly became a tower of unfrozen water, and froze into a tower of ice in the same turn. It swallowed one of my companions the first time, and also generated another tower infront of me. This lead to a corridor that I could walk through that eventually went around the tower. However, this continued two more times, swallowing up another of my companions, and causing a HUGE amount of lag, that rivaled the massive mega-towns.
Title: Re: < GENESIS > [5.8] - serpentfolk, merfolk, new creatures and beeeeeeees
Post by: Deon on November 12, 2012, 03:06:21 am
Welcome to glaciers.

When you walk off the end of the world, you will become a seal, a cave spider or something else.
Title: Re: < GENESIS > [5.8] - serpentfolk, merfolk, new creatures and beeeeeeees
Post by: Putnam on November 12, 2012, 03:12:02 am
Welcome to glaciers.

When you walk off the end of the world, you will become a seal, a cave spider or something else.

That was fixed between 34.06 and 34.11, IIRC.
Title: Re: < GENESIS > [5.8] - serpentfolk, merfolk, new creatures and beeeeeeees
Post by: Rumrusher on November 12, 2012, 05:06:02 am
- Fallen now utter instead of speaking. It makes their names into gibberish, but there's no longer "adopt fallen as civ member, have zombie apocalypse when adventurer arrives into town".
This is a bug you need to fix, since not every town has zombie apocalypses just the ones with fallen near by.

- Merfolk cannot talk, thus they will attack you very soon. = have fun with loads of inpassible town filled with standing mutes or worst elven sites.

oh and on glaciers they kinda do that due to the water under them suddenly unfreezes and causes a chuck of ice to collapse on it self causing the water to splash up and refreeze. though you can combat the walls by throwing minecarts above the 1 z level high wall and get in. though the main challenge is to run past the Collapse those are a pain since if you don't cross the fault line fast enough you will be incase in ice, the fastest way I found is through minecarts though you might want to learn how to drift or take tight turns with it.

on de-equipting companions uhh you could just slap spar on yourself (and the companion) and wrestle the item out of their hands lightly. though I haven't gotten to item management section of my play through due to being stuck in the middle of a frozen ocean with a bear I killed to wear it's inners and skin as clothes... bear okay though and my companion though it tends to fly out of my abandon minecarts and skid across those ice walls to many times to test equipment on.
Title: Re: < GENESIS > [5.8] - serpentfolk, merfolk, new creatures and beeeeeeees
Post by: Deon on November 12, 2012, 08:21:50 am
I've got an updated script for companion order due to the next version.

I will probably just remove OPPOSED_TO_LIFE from fallen and give merfolk UTTERANCES. Although nobody complained about not talking werewolves in the old Genesis.

I cannot "fix" the fact that opppsd to life creatures get adopted into other civs during worldgen.
Title: Re: < GENESIS > [5.8] - serpentfolk, merfolk, new creatures and beeeeeeees
Post by: Rumrusher on November 12, 2012, 09:02:06 am
I've got an updated script for companion order due to the next version.

I will probably just remove OPPOSED_TO_LIFE from fallen and give merfolk UTTERANCES. Although nobody complained about not talking werewolves in the old Genesis.

I cannot "fix" the fact that opppsd to life creatures get adopted into other civs during worldgen.
I was to busy complaining about masterquest having loads of animal men who have no speak, I guess this is set up for Fort mode raids. Though is really horrible in adventure mode when you end up with bunch of huts filled with non talking sentient folks and starting there.
Feel like the fallen during my playthroughs of gen 5 are good they are a force of corrupted beings that attack others and convert them, the fact that they don't start random zombie apocs in towns is a fault. though I really want bogeymen to pop up and working hard to get one in one of these newer versions.
Title: Re: < GENESIS > [5.8] - serpentfolk, merfolk, new creatures and beeeeeeees
Post by: Deon on November 12, 2012, 09:49:49 am
The problem with those "zombie apocalypses" is that they start loyalty cascades, so I will have to remove them.
Title: Re: < GENESIS > [5.8] - serpentfolk, merfolk, new creatures and beeeeeeees
Post by: Rumrusher on November 12, 2012, 10:27:19 am
The problem with those "zombie apocalypses" is that they start loyalty cascades, so I will have to remove them.
and having a random chance a town will spark a loyalty cascade is bad? eh the worst I can see from this is jumping in the  fray and being branded a traitor though I can see why people hate to have that happen to a character they work with to lose allegiance because they punch a lich farmer in the face for starting world war z. though I haven't seen a simulated zombie outbreak EVER in dwarf fortress and I played Corrosion. "I guess you could have a separate folder that holds the fallen files that did this and warn people that using this means fallen will pop up in normal hamlets and spark outbreaks and loyalty casades if you interfere."
Title: Re: < GENESIS > [5.8] - serpentfolk, merfolk, new creatures and beeeeeeees
Post by: Deon on November 12, 2012, 11:50:11 am
It's not random, EVERY big town has fallen, it means no adventuring in big towns which removes the fun.
Title: Re: < GENESIS > [5.9] - custom animalmen, construct upgrades, religious revamp.
Post by: Deon on November 12, 2012, 11:52:48 am
5.9
- Better "companion order" script for adventure mode (alt-C), you can now order your followers to drop held weapons/items without stripping them.

- All religious buildings can be built from the start, no more "revelation tablets" (many people did not understand where to get adamantine tablets etc).
- Religious reactions are changed a bit and renamed for better understanding and lore.
- Rewards from religious reactions are increased, blood path prayers are more dangerous now.
- Druids (both from occult grove and secrets) can cast "empower" now. It increases skills by 10%, adds 50% to strength, toughness, endurance and doubles willpower temporary.

- Started adding RPG-style creatures to different biomes, for both adventure mode and fortress mode fun.
- Added owlbears to forests. They look like bipedal bears with large beak and a feathered colorful mane.
-- Owlbear foragers throw rocks.
-- Owlbear shamans cast "empower".
-- Owlbear scouts can disappear when fleeing.
-- Owlbear hunters are the biggest of all castes.
- Added anubites to deserts. They look like onyx-skinned people with jackal heads.
-- Anubite scavengers throw rocks.
-- Anubite priests throw triple fireballs.
-- Anubite warriors have good dodging and fighting skills.
-- Anubite dunespeakers can disappear in a cloud of sand.
- Added lurkers to wetlands and pools. They are amphibians with spiked fins on their heads.
-- Lurkers can disappear and stay invisible while underwater.
-- Lurkers drop golden nuggets from their gizzards when butchered (they filter sand with their mouths to eat little creatures and gold stays in their gizzards).

- Bears can appear in mountains now (cave bears).

- Added upgrade station.
-- Tinker can now craft flamethrower mounts and power cores (from copper bars, rubies and pitchblende).
-- You can pen/pasture your bronze centurions and utility spiders on upgrade station and order dwarf to attach a power core/flamethrower mount.
-- Power core increases strength and speed of constructs, flamethrower mount allows them to shoot fireballs (spiders shoot slower).

- Merfolk now utter.
- Fallen speak again to gain names and other things, but they are no longer opposed to life to stop loyalty cascades when they get adopted into other civilizations.




I still work on custom vampires, werebeasts, succubi and other fun cursed creatures. So much work to do :P.
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Deon on November 12, 2012, 12:25:18 pm
I finally start to like where my mod is going. I feel like the creatures like owlbears which spawn in groups with different professions/names and abilities add a lot of fun and possibilities. I will definitely work in that direction.

I just have some trouble coming up with interesting english unique names for such creatures. If someone wants to suggest different kinds of animalmen and similar creatures with interesting names, I would be most grateful.
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: LostLover on November 12, 2012, 02:31:01 pm
Help plz

How can i get cauldron?
Where i can do rock axe and other stuff. Cant find this worckshop :'(
 genesis 5.8
Title: Re: < GENESIS > [5.8] - serpentfolk, merfolk, new creatures and beeeeeeees
Post by: Rumrusher on November 12, 2012, 02:31:32 pm
It's not random, EVERY big town has fallen, it means no adventuring in big towns which removes the fun.
Well it's more like don't go to market places head straight to the keep either way that sounds like a fun game mode to set up.
Fallen apoc. mode Big towns are over run with the fallen round up survivors and avoid attacking the zombie menace... due to doing so killing your moral support.

oh well I can see if Every large city being hit with this means adventurers are rob of the non chaotic walking through towns they crave for in other mods.
oh you got item removal down pack sweet.

here's Drag and Let go options for Companion orders

Code: [Select]
{name="Grab",f=function (unit_list)
 for k,v in pairs(unit_list) do
if tofollow==nil then
tofollow=df.global.world.units.active[0]
end
if unit==nil then
print=("no one is selected")
end
 v.relations.following=tofollow
 v.relations.dragger_id=tofollow.id
 v.relations.draggee_id=v.id
 v.relations.unk_238=8
 tofollow.relations.draggee_id=v.id
 --[[unit.relations.following=tofollow
 v.relations.unk_258=tofollow.id
 v.relations.unk_238=8
 tofollow.relations.unk_254=v.id]]--
 end
     return true
end},

{name="Let go",f=function (unit_list)
 for k,v in pairs(unit_list) do
if tofollow==nil then
tofollow=df.global.world.units.active[0]
end
if unit==nil then
print=("no one is selected")
end
 v.relations.following=nil
 v.relations.dragger_id=-1
 v.relations.draggee_id=-1
 v.relations.unk_238=-1
 tofollow.relations.draggee_id=-1
 end
     return true
end},

Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Deon on November 12, 2012, 02:59:29 pm
Help plz

How can i get cauldron?
Where i can do rock axe and other stuff. Cant find this worckshop :'(
 genesis 5.8
Cauldrons are tools, forge them under miscellaneous in forge.
What do you mean "rock axe"? If you mean it's reaction/building requesting "rock axe", it means "inorganic axe", it's just how DF shows that. So metal axe should work. Where do you need it?
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: LostLover on November 12, 2012, 03:41:59 pm
Simple cheap rock hand axe  from - Stonecutter's workshop in old genesis ;/
And now training dummy not exist?

and i cant find clay to collect... see clay but when set zone> always see 0 clay;
Cant find rocksmashing workshop from old genesis.

and 1 more My Weaponsmith read 5 tablets in library he get 0 xp.

Here spoilers can help newb,attach in top plz, i broke my head when try to find this, sory for bad lang:
Spoiler (click to show/hide)

 
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Dibber6 on November 12, 2012, 09:32:39 pm
I asked about my problem in the DF hack thread and got no reply. Should I try putting the file in system 32 like you recommended, Deon?
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Deon on November 12, 2012, 11:11:41 pm
- Simple cheap rock hand axe  from - Stonecutter's workshop in old genesis ;/
- And now training dummy not exist?
- Cant find rocksmashing workshop from old genesis.
Ah, no rock axes for now, it's easy to make though. I just haven't made Stonecutter's workshop because destroying rocks is no longer needed (drop rate of boulders is much lower( and rocktip bolts/arrows are made in fletcher's workshop now.
And no training dummies because military training now works really well, you don't need to find workarounds.

Quote
and i cant find clay to collect... see clay but when set zone> always see 0 clay;
Make sure it's not pelagic clay, silty clay loam or clay loam. Other soils with "clay" in name work fine, I just tested on a fresh world.

Quote
and 1 more My Weaponsmith read 5 tablets in library he get 0 xp.
That's strange, unless Toady changed something about custom reaction the library should work. I will definitely test it today. Thank you for the feedback.

Your religious buildings' info is old, I updated it and changed around in the latest update. I will add info about alchemy, the problem is that the 1st post becomes too big so I need to start working on a proper manual pretty soon.

And religious reactions are meant to require some learning attempts, so I don't want to show exact numbers :).
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Deon on November 12, 2012, 11:22:25 pm

I asked about my problem in the DF hack thread and got no reply. Should I try putting the file in system 32 like you recommended, Deon?
Go ahead, DFHack is not a malware :). Try asking again, they could miss your question.
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Rumrusher on November 13, 2012, 02:06:20 am
hmm I should mention that you can alter the site type after the world gen is complete so that you can visit dwarves in mountain homes, elves in their homes, raid Fallen forts.
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Deon on November 13, 2012, 02:27:39 am
How is it done?
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Rumrusher on November 13, 2012, 03:26:19 am
How is it done?
Code: [Select]
function sitetest(site)
--if site==nil then
--site=getsiteAtPos(x,y,z)
--dfhack.TranslateName(site.name,true)
--end
--print(site.id)
--A=getline()
--printall(df.global.world.world_data.sites[0+A].name)
--printall(df.global.world.world_data.sites[0+A])
--civ=df.global.world.world_data.sites[0+A]
--df.global.world.world_data.sites.type=0+A
for k,v in pairs(df.global.world.world_data.sites) do
print(k)
if v.type==4 then
v.type=9
end
if v.type==1 then
v.type=8
end
if v.type==7 then
v.type=8
end
if v.type==3 then
v.type=8
end
end

--Adv=Getadv()
--Advid=Adv.unit.id
--civ.owner1=Advid
end
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: bloodmerc on November 13, 2012, 03:43:19 am
Wow, nice job! You're really cranking out these new versions! Question: do I need to gen a new world/start a new fortress/adventurer when I upgrade to the newer ones?
I know other people have mentioned it, but I hope you can find some time to do a version in Phoebus...  ASCII still makes my eyes cry blood (call me shallow) and I'm too use to PH to recognize Ironhand.  :o

Also, if you were thinking of doing more stuff with creatures of the night, Xangi's "Fear the Night" mod is pretty ambitious (if you're into that whole mod combination thing).

P.S...first post! Long time lurker, first time poster. 8)
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: SADEyX on November 13, 2012, 09:13:02 am
Hello!

Thank you for Awesome Mod.

But first,  the link in your sig goes to your website,  the link on the website goes to some other version of genesis!  Its taken me ages to figure out which version is which.

Adventure Mode - Equiping Companions
I cant seem to get this to work :(  The menu calls up, but when I try to have him unequipped or unweild anything it just exits the whole screen.
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Deon on November 13, 2012, 10:18:45 am
Wow, nice job! You're really cranking out these new versions! Question: do I need to gen a new world/start a new fortress/adventurer when I upgrade to the newer ones?
I know other people have mentioned it, but I hope you can find some time to do a version in Phoebus...  ASCII still makes my eyes cry blood (call me shallow) and I'm too use to PH to recognize Ironhand.  :o

Also, if you were thinking of doing more stuff with creatures of the night, Xangi's "Fear the Night" mod is pretty ambitious (if you're into that whole mod combination thing).

P.S...first post! Long time lurker, first time poster. 8)
I know FoTN, I am working along the same line, but I don't add different specific vampire types (yet) but rather unique creatures with same mechanics (vampires, succubi, lamia, wendigo, demoniac).

As I said it's really hard to update 3 folders at once with all little changes I make, so Phoebus will come later.

And you have to make new worlds if you want to see new creatures, entities, workshops, reactions etc (although it's not necessary, you can still play the old save).

Hello!

Thank you for Awesome Mod.

But first,  the link in your sig goes to your website,  the link on the website goes to some other version of genesis!  Its taken me ages to figure out which version is which.

Adventure Mode - Equiping Companions
I cant seem to get this to work :(  The menu calls up, but when I try to have him unequipped or unweild anything it just exits the whole screen.
You deselect/select companions (selected are green) with lowercase letters ("a", "b", "c" etc) and you give orders with uppercase letters ("shift+a", "shift+b" etc).  So if you want them to drop held weapons, you press Alt-C, then appropriate shift+key combo. I may change those big A,B,C to numbers instead to avoid confusion.

I haven't updated my site for a while, I should do it when I have time (now I barely get time to mod and I spend it all on Genesis :P).

P.S. Updated deonmod.webs.com with proper link, thank you for your time.
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: SADEyX on November 13, 2012, 10:55:31 am
Oh yes,  I select my man by pressing a

Then I press Shift-D  to un-equip and it just exits to the game screen.

Also, how do you instruct them with the Move command?  I select my companion with a,  then use Shift-A and it gives me a message about needing a cursor?

Edit :

OK, I think I got my companion to Drop stuff..  but then I couldnt get him to move onto the tile where he had dropped stuff.

I moved about for ages until he finally lands on that spot.  I've got him to pick up most everything but for some reason wont pick up the crossbow that he did have equiped :S
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Deon on November 13, 2012, 12:12:27 pm
Enter the "look" mode (where you move cursor around to look at things), point at the tile you want your companion to move to, then press ALT-C and move command.
It takes a few attempts to learn how to do it properly, but once you master it you will see how easy it is. Just like any DF interface :P.

P.S. For your follower to move to the tile you told him to move, wait a few turns on one place (so he does not start following your direction). You can wait with the Numpad "." key (to the right of Num0).

I'm working on more races, stay tuned for further updates.
(http://i.imgur.com/xkSg3.png)
Title: Re: [MOD] GENESIS [5.4] - deep furnace, sawmill and furniture workshop.
Post by: at10ti0n on November 13, 2012, 12:28:20 pm
All looks nice dennis :) just give us the Steel clan dworfs already so that Revo can pimp up his army ;)

btw thanks for the great work you put on genesis reborn version!
Deon thanks again for the awesome things you do with modding df which now got even better with dfhack!
Btw did you just took my words there regarding the new version naming? I feel honored and humble at the same time :)
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Deon on November 13, 2012, 12:45:08 pm
It was something I was considering, so we were thinking the same way, but I did not dare to use the word "reborn" before there were enough features to call it "reborn" :).

I've managed to make Companion Order to take 1-9 instead of A-Z as keys for orders to remove confusion between companion selection/order keypresses. I should start learning LUA and make my own plugins. If I have time for this, I will :).
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Raul on November 13, 2012, 12:49:33 pm
Really nice to see you're happy with the progress made on the new Genesis, Dennis! I've been a fan of your mods since DF 31.18, and I hope you keep modding for a long time :)
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: CaptainArchmage on November 13, 2012, 01:37:57 pm
Here's a suggestion - if you can find a way to hack the code for the "brew drink" reaction at the still, you could make that reaction require water. Water could be supplied by another hacked reaction to collect water from a well or water source zone (there's already a reaction to use up water below a tile in DFhack, implemented in the steam engine). This would increase the difficulty of producing alcohol somewhat. Also the new Golddepths succession fortress is using Genesis 5.6 (it was started before the series of updates), so people can follow that up on the community games subforum if they want  :)
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Rumrusher on November 13, 2012, 11:50:29 pm
Oh yes,  I select my man by pressing a

Then I press Shift-D  to un-equip and it just exits to the game screen.

Also, how do you instruct them with the Move command?  I select my companion with a,  then use Shift-A and it gives me a message about needing a cursor?

Edit :

OK, I think I got my companion to Drop stuff..  but then I couldnt get him to move onto the tile where he had dropped stuff.

I moved about for ages until he finally lands on that spot.  I've got him to pick up most everything but for some reason wont pick up the crossbow that he did have equiped :S
moving is bugged in a way that companion will recycle back to the follower center so you might be able to move them to and area near you just got to be like about 4 tiles away from you.
I haven't got the chance to test the drop and pick up to test if it works.
Title: Re: GENESIS Reborn [5.9] - RPG-style creatures, construct upgrades, religious revamp
Post by: Deon on November 14, 2012, 12:07:03 am
Everything works. For companions to move where you want, you need to stand on one place skipping turns, or they start to follow you again the moment you move.
Title: Re: GENESIS Reborn [5.10]
Post by: Deon on November 14, 2012, 12:11:58 am
5.10
- Companion order menu now uses 1-9 instead of A-Z for orders to avoid confusion.
- Changed dwarf mode soundtrack.
- Fixed graphical tiles for underground plants for Ironhand version.
- Added warsnouts. Ferocious pigmen who live in grasslands, savanna and shrublands. There're warsnout footpads, taskmasters, brawlers and herbalists.
- Added minotaurs, bloodthirsty bull-people who live in mountains and shrublands. There're minotaur herbmasters, grapplers, hunters and brutes.
- Former minotaur semimegabeast is now called "magnataur", it's as big as giants.
- Pyromancers can now raise pyre zombies. They are slower than normal zombies but can breathe fire in melee range (1 tile).
- Druids can now raise plant minions. They are weaker and less tough than original creatures (1/2 of strength and toughness) but they are a bit faster than normal zombies.
- Added 4 types of vampirism-like curses.
-- Vampires are stronger than in vanilla because they can still get stats (but cannot lose them) and they get bigger physical resistance.
-- Lamia are forever stuck to whatever they end with, so they cannot gain or lose stats. They are also not as strong/tough as vampires, but they are fast.
-- Succubi can have kids and don't get all the immunities vampires have (they feel pain, can be stunned, are alive etc).
-- Demoniacs are almost like normal people, but they can make one of your dwarves crazy once a year.
- Added custom werebeasts which can turn into their beast form when they are very hurt. They are weak to silver and moonsilver.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: Deon on November 14, 2012, 01:53:55 am
Followed suggestions, so here it is.
IRC CHANNEL: IRC.SORCERY NET  #Genesis-Reborn

When I am at home, I will be there if you have questions or suggestions.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: Rumrusher on November 14, 2012, 05:26:18 am
dang this is starting to update faster than I can set up research for new content to add to adventure mode.
Here's a suggestion - if you can find a way to hack the code for the "brew drink" reaction at the still, you could make that reaction require water. Water could be supplied by another hacked reaction to collect water from a well or water source zone (there's already a reaction to use up water below a tile in DFhack, implemented in the steam engine). This would increase the difficulty of producing alcohol somewhat. Also the new Golddepths succession fortress is using Genesis 5.6 (it was started before the series of updates), so people can follow that up on the community games subforum if they want  :)
so you want deon to Mod in a still that needs water so that you can make the game harder for yourself? I think you could just remove the still workshop from the Dwarf entity and replace it with another identical workshop that just ask for a bucket of water.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: CaptainArchmage on November 14, 2012, 08:09:45 am
5.10
- Companion order menu now uses 1-9 instead of A-Z for orders to avoid confusion.
- Changed dwarf mode soundtrack.
- Fixed graphical tiles for underground plants for Ironhand version.
- Added warsnouts. Ferocious pigmen who live in grasslands, savanna and shrublands. There're warsnout footpads, taskmasters, brawlers and herbalists.
- Added minotaurs, bloodthirsty bull-people who live in mountains and shrublands. There're minotaur herbmasters, grapplers, hunters and brutes.
- Former minotaur semimegabeast is now called "magnataur", it's as big as giants.
- Pyromancers can now raise pyre zombies. They are slower than normal zombies but can breathe fire in melee range (1 tile).
- Druids can now raise plant minions. They are weaker and less tough than original creatures (1/2 of strength and toughness) but they are a bit faster than normal zombies.
- Added 4 types of vampirism-like curses.
-- Vampires are stronger than in vanilla because they can still get stats (but cannot lose them) and they get bigger physical resistance.
-- Lamia are forever stuck to whatever they end with, so they cannot gain or lose stats. They are also not as strong/tough as vampires, but they are fast.
-- Succubi can have kids and don't get all the immunities vampires have (they feel pain, can be stunned, are alive etc).
-- Demoniacs are almost like normal people, but they can make one of your dwarves crazy once a year.
- Added custom werebeasts which can turn into their beast form when they are very hurt. They are weak to silver and moonsilver.

Did you manage to modify the worldgen vampire code, or do we have to turn off vampires in the worldgen screen to avoid getting those?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: Deon on November 14, 2012, 08:21:34 am
The detailed worldgen settings have 0 generated vampires and werebeasts.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: Deon on November 14, 2012, 09:07:42 am
Death knights are nearby!

(http://i.imgur.com/V3OGN.png)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: infinityc0mplex on November 14, 2012, 10:39:55 am
I just loaded the mod and after while preparing an embark, I've found that cats are not on the list of available animals. Other than the very expensive bronze centurion and utility spiders, it seems there is no vermin protection. Is this intended or am I missing something?

Never mind. Found I started with vermin catchers anyway.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: Deon on November 14, 2012, 11:22:19 am
Batwings and utility spiders are vermin catchers, and you can catch and tame niths.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: Taffer on November 14, 2012, 12:24:51 pm
Looking forward to checking out the newest version when I can! What are your plans for sites for the new races with the next release? Do sites currently exist? Apologies if there's an obvious answer, I'm unable to check for myself at the moment, and am curious.

FYI, I added a link in my thread to Genesis, in the off chance somebody's not heard of it, unlikely as it seems. Also, Ultima V is an incredible game (in reference to the images in the first post)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: Putnam on November 14, 2012, 06:49:06 pm
What precisely does "Do sites currently exist" mean?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: Taffer on November 14, 2012, 07:09:53 pm
What precisely does "Do sites currently exist" mean?

I was just curious as to whether, for example, the dherim form human style towns, and if Deon planned to move hostile races such as kensari, fallen, ratkin, etc to goblin style towns whenever the new release comes out.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: Deon on November 14, 2012, 08:46:34 pm
The new release won't come soon, don't worry about that yet .
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: Raul on November 15, 2012, 03:05:54 am
Yeah, the new release is far from done, we'll probably have to wait a few more months. I'd say a march estimated release date, maybe?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: Fortport on November 15, 2012, 05:34:11 am
I simply opened up the file, and ran Dwarf Fortress. It's rejecting its worlds over and over. What's wrong?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: Deon on November 15, 2012, 06:05:10 am
Try restarting worldgen, sometimes the game picks a bad seed.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11]
Post by: Deon on November 15, 2012, 11:00:02 am
I've spotted an error in utility spider upgrading reactions, so here's a fix. And some stuff regarding teeth, and a new semimegabeast as a bonus.

5.11
- Added new semimegabeast - dark knight. A towering humanoid in iron armor with a blade.
- Teeth are now connected to a mouth, not a head. To damage them you need to hit mouth.
- Teeth are now internal, so you can no longer grab someone's teeth with your lower leg.
- Fix: Utility spiders can now be properly upgraded at Upgrade Station.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11]
Post by: infinityc0mplex on November 16, 2012, 03:36:37 am
Question, can merfolk swim? I know it sounds stupid to ask, but I've been sieged by them twice and they've been unable to get through my most formidable defense, a small river and a small lake that break up my fort's walls.

Does their pathing not allow for going through water?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11]
Post by: Deon on November 16, 2012, 04:46:32 am
Good question. I know my serpentfolk are not amphibians. I could forget to make merfolk amphibians, I will address it in the next release. Thank you for the heads up.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11]
Post by: Revocane on November 16, 2012, 10:36:25 pm
Ohhai, Deon. You know me. And I <3 you for making this mod. Enough so I'm making sure to sign up to the Bay12 forums and post it here so you know immediately and to show everyone how tubularly tits this mod is.

http://www.youtube.com/watch?v=3-1jbhmTDtY

I'm too retarded to learn how to embed properly.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11]
Post by: Someone64 on November 17, 2012, 03:55:27 am
Is this fully compatible with Dwarf Therapist?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11]
Post by: Deon on November 17, 2012, 04:28:46 am
There is Dwarf Therapist included in the download.

Ohhai, Deon. You know me. And I <3 you for making this mod. Enough so I'm making sure to sign up to the Bay12 forums and post it here so you know immediately and to show everyone how tubularly tits this mod is.

http://www.youtube.com/watch?v=3-1jbhmTDtY

I'm too retarded to learn how to embed properly.
Thank you very much for showing up! I look forward to your playlist!
I will put the link to your LP in the first post.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Rumrusher on November 17, 2012, 05:34:06 am
uhh can I get a link to this IRC because I want to talk about how much Air I been getting with this new minecart ollie command.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 17, 2012, 05:57:57 am
It's in the first post.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Alkhemia on November 17, 2012, 06:09:24 am
Well just had my first Goblin Thief cue dwarfs throwing rocks and one getting a kill shot to the brain~  :P
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Siaru on November 17, 2012, 04:18:43 pm
So, I found a bug with the Deep Furnace. The reaction to create Bloodsteel creates Voidsteel. It still requires everything needed for bloodsteel, but it looks like the product was misplaced and is instead voidsteel. The reaction that is supposed to make voidsteel still makes voidsteel though.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 17, 2012, 05:05:30 pm
thanks, it's my typo.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Dibber6 on November 17, 2012, 05:41:09 pm
Whoops, don't mind this post. Solved my problem.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Siaru on November 17, 2012, 06:54:41 pm
Another slightly odd thing. I've heard you say Utility spiders are not supposed to fight. However, I just had a siege that partially consisted of 2 squads of Trolls. Two Utility spiders were able to kill 3 trolls and drive the rest off, barely sustaining a scratch.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 18, 2012, 02:13:09 am
It was a luck, a dwarf can punch one's soul gem to crush it. It's just your luck :P.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: bdsorensen on November 18, 2012, 10:40:40 am
It was a luck, a dwarf can punch one's soul gem to crush it. It's just your luck :P.
Spoiler (click to show/hide)
Utility spiders are hardcore. That was one utility spider against 5 trolls.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 18, 2012, 11:46:24 am
Yep, trolls lack natural skills and you cannot really strangle a spider who also feels no pain... Which reminds me, I gotta add natural skills to critters which are supposed to be deadly.

Also I am working on another release which will come soon, it will be save-compatible and will consist only of tweaks and full graphical support.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Logrin on November 18, 2012, 12:18:30 pm
YOU'RE BLOWING MY MIND DEON!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: sGdYy409L on November 18, 2012, 02:47:21 pm
Your speed of updates and the whole mod overall are amazing. I like the meerfolk especially.

Some small oddities: (last I checked is Genesis 5.10)
- Sausages are not made from the proper material (add the sausage material in b_detail_plan_default.txt to the [BODY_DETAIL_PLAN:*_MATERIALS] entries and it works).
- Leather can not be bought on embark and traders don't bring leather. Although this might be intended, it makes it really hard to get substantial amounts of leather.
- Scarabs don't breed. To me this was odd, since you can bring male and female versions at embark.

Also how are you meant to deal with Shadowlords? They are always invisible, and flee from the squads (like necromancers) so hunting them with the military just doesn't work. (At least in the open you have no chance of ever catching them). Traps do work - sort of, but since Shadowlords have a paralyzing attack, they might (and eventually will) paralyze your dwarfs while on a trap, resulting in them getting caged - or worse, killed. Pretty annoying creature overall. If somebody found a strategy I'd like to hear it.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Crux on November 19, 2012, 11:11:02 am
Making the Dark Shrine usable by Bronze Centurions is a great addition to the mod Deon..
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Fanofgaming on November 19, 2012, 12:35:35 pm
Is there a manual that describes stuff like the new metals, creatures, and plants somewhere, like there was with the original Genesis mod?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 19, 2012, 01:03:31 pm
Not yet. You will have to experiment :). Well, the first post has some information in it.

I will release a fully graphical version very soon with fixes.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 19, 2012, 01:26:43 pm
Oh shit. My utility spiders had size of 350k (like centurions) while I wanted to make them dog-sized. It explains the ownage. BRB, fixing.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: shadenight123 on November 19, 2012, 02:07:34 pm
Downloaded mod.
Created world.
At year Five a fortress is born.
It crumbles to dust at summer, one miner going stark raving mad, haunting the not even built halls of the fortress.
Hog-men (I think) or ???-men to be more general spanding attacked the caravan at the moment of creation.
The war hounds fought valiantly, but people began to die.
Then the batwings did the same.
Then it all came down to two proud and stoic dwarf.
Who did a bit of everything until one went melancholic when he went to grab a sock and saw the death and devastation of the others.
The other one lasted until summer, when he went out after a mining moment, saw the deceased friend, and went stark raving mad.
New Reclaim.
The dwarves fought off valiantly against a single mad dwarf and are now constructing.
All hail, everything is going just as predicted!
(Dwarf fortress to its finest moments)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 19, 2012, 02:12:45 pm
Good luck to your fort, don't let the elves to steal your magma.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: bdsorensen on November 19, 2012, 06:45:53 pm
Oh shit. My utility spiders had size of 350k (like centurions) while I wanted to make them dog-sized. It explains the ownage. BRB, fixing.
That explains it, then. :P
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Siaru on November 19, 2012, 06:49:39 pm
Oh shit. My utility spiders had size of 350k (like centurions) while I wanted to make them dog-sized. It explains the ownage. BRB, fixing.
I knew I wasn't crazy, or lucky.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Rumrusher on November 20, 2012, 06:49:57 am
Sounds like utility spiders going to get a mini variation of themselves. "we used robotic spiders to clean our selves but they where kinda on the big size, they tend to clean and protect dwarves back then, up until some dwarf went and crafted a smaller version of it for personal use. you can still craft one of the older models"
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Logrin on November 20, 2012, 09:07:40 am
I took a companion with me to a bandit camp, the warlord charge him--missed--and rushed by...
In that moment I headbutted him in the leg from the side, shattering the bone...
Soccer would be a blood-bath in DF.


That aside, I'm having some issues getting companions to pick up/equip specific items. What's the secret?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 20, 2012, 09:23:31 am
Make them move on the tile with items, and make sure their hands are empty.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Rumrusher on November 20, 2012, 09:46:25 am
oh logrin the companion order has a 'hidden' set of commands that allows you to shove your companions into a minecart.
I also dump a ollie minecart function and hotkey for use in dfhack.
So you could end up doing crazy stunts like ollie over the bandit leader and chopping his head off at the same time.
or horribly die from smaking into a tree above a hill you tried to jump...
pull off a drive by with a cart full of archers and roll off with ease... in the air
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: metgyre on November 20, 2012, 07:56:46 pm
is there some sort of manual for this so I can figure out what everything does?  Looks like a cool mod, but I can't figure anything out.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Smashness on November 21, 2012, 01:51:11 am
I have quite a problem here, I'll usually start off the game in a snakeman town, where I'll wander around for a while, but then the snakemen get pissed at me for no reason and attack.

This sometimes happens in other towns, but not nearly as often as in snakeman towns. I've also discovered they don't go insane if I play as a snakeman.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: cAPSLOCK on November 21, 2012, 03:31:49 am
So I just tried to use the summoning shrine to summon a bebelith, and nothing happened.

Well, i saw some smoke, and then the dwarf just walked away, so it seems the transformation just isn't working properly.

The subject I used was just a normal stone clan dwarf with nothing else special about her. Could it be that the castes are interfering with the transformations?

Edit: Actually I just remembered: when i was sacrificing dwarfs to get the opals, some of the smoke did not turn them into husks while others did. Maybe the dwarf just wasn't exposed long enough.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Sirmaril on November 21, 2012, 05:02:46 am
I want to report that magma sauna vent does not work. I tried building it to of a stairwell leading to magma one level below. I tried doing it like this:
Spoiler (click to show/hide)
Nothing worked, everitime when I tried to do something it said that I need to have a magma, what can be the problem?


EDIT:

I tried to change the dimensions of sauna vent and it worked, but since I suck at making the workshops it looks like crap.

Ergo, to make them work you need to make it bigger.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: LostLover on November 21, 2012, 08:05:43 am
What can do druids in fortress mode except> transform to beast and run away?Oo

Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 21, 2012, 08:13:46 am
Eh, it could be a problem with 1 tile magma buildings, Sirmaril. Thanks, I will look into it.

What can do druids in fortress mode except> transform to beast and go away?Oo
They cast "harm" on their enemies (causes pain), charm hostile animals (the animal stops for some time, works on multiple at once), animals are "animal" class of creature, which I guess should be "mammal" (they can't charm reptiles, insects etc, only animals like bears, wolves etc).
Also druids cast "empower" on up to 3 dwarves at once when they get a chance, it buffs their strength/toughness, and they are also supposed to cast recuperation spell which I probably forgot. I will fix it too in the next save-compatible update I am preparing now.

Capslock: it's some issue with DF smoke interaction, I will repeat the product line to create more magical smoke to make it more certain because many people already complained about that, originally it had a chance to trigger or not.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 21, 2012, 08:16:50 am
is there some sort of manual for this so I can figure out what everything does?  Looks like a cool mod, but I can't figure anything out.
Only what you find in the first post. I am slowly working on Excel spreadsheet but I'd rather update the mod more.

I have quite a problem here, I'll usually start off the game in a snakeman town, where I'll wander around for a while, but then the snakemen get pissed at me for no reason and attack.

This sometimes happens in other towns, but not nearly as often as in snakeman towns. I've also discovered they don't go insane if I play as a snakeman.

Spoiler (click to show/hide)
It's the same issue which can happen with goblins in vanilla (if you give them towns, that is). Local banditry makes random groups of the same civ to be bandits to each other or something.
They are supposed to be a hostile and murderous evil civ anyway. So don't feel bad.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: LostLover on November 21, 2012, 09:38:09 am
 ty
Deon druids can cast only if they civilian?

They can do work like normal dwarf -> i send all of them to military, but i just dont see any effect of druids spels Oo
sorry for engrish   :-X

and occult grove  alway self destroed, its bug?oO

 ...And some one can help please -> military dwarf just store arm/weapon in bin realy often, they drop equip and then go grab it again and again.... (setup Over clthng and Partial matches. What this is mean?Oo  )
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 21, 2012, 10:19:15 am
do they by chance have mining/woodcutting enabled?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: LostLover on November 21, 2012, 10:23:45 am
no)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Crux on November 21, 2012, 03:51:31 pm
Is anybody else getting a weird dwarf-caste distribution?
I've got:

6 Stone
23 Jade
5 Clay
1 Steel
26 Shroom
24 Obsidian
1 Dark
1 Deep

Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Putnam on November 21, 2012, 03:53:14 pm
Is anybody else getting a weird dwarf-caste distribution?
I've got:

6 Stone
23 Jade
5 Clay
1 Steel
26 Shroom
24 Obsidian
1 Dark
1 Deep

Well, I don't know how all the castes are weighted, but it's not unusual to have stuff like that.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Crux on November 21, 2012, 04:21:35 pm
Is anybody else getting a weird dwarf-caste distribution?
I've got:

6 Stone
23 Jade
5 Clay
1 Steel
26 Shroom
24 Obsidian
1 Dark
1 Deep

Well, I don't know how all the castes are weighted, but it's not unusual to have stuff like that.

For stone the description says they should be the most frequent.
In previous versions of Genesis that is what I encountered so I find this a bit weird.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Putnam on November 21, 2012, 04:22:59 pm
Yeah, but there's always a chance of different distributions regardless.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: AutomataKittay on November 21, 2012, 04:33:28 pm
Is anybody else getting a weird dwarf-caste distribution?
I've got:

6 Stone
23 Jade
5 Clay
1 Steel
26 Shroom
24 Obsidian
1 Dark
1 Deep

Well, I don't know how all the castes are weighted, but it's not unusual to have stuff like that.

For stone the description says they should be the most frequent.
In previous versions of Genesis that is what I encountered so I find this a bit weird.

Sometimes when you flips coins over a certain runs, you get more heads than tail :D

It's possible that historical migrant draw acts somewhat differently, too.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Logrin on November 21, 2012, 05:21:31 pm
A little disappointed that, while I've no difficulty hewing the legs of a deathknight I only seem able to fracture/shatter their blade...

I was hoping to track one down in adventure mode so that I could run around with a giant-sized weapon.

Also, had some weirdness--rolled a kensari adventurer and his home civ was populated by nothing but nords.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: TheCoolSideofthePIllow on November 21, 2012, 05:55:44 pm
Are all races playable without additional modding?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Siaru on November 21, 2012, 06:12:38 pm
Are all races playable without additional modding?
Only dwarves are playable without additional modding. Dwarves are also of course the race that the mod is focused on, and as such, other races will not have castes or other similar things.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 22, 2012, 05:22:25 am
A little disappointed that, while I've no difficulty hewing the legs of a deathknight I only seem able to fracture/shatter their blade...

I was hoping to track one down in adventure mode so that I could run around with a giant-sized weapon.

Also, had some weirdness--rolled a kensari adventurer and his home civ was populated by nothing but nords.
Kensari does not have towns, so you just started in nord town.

Are all races playable without additional modding?
This mod is dwarven-centric.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Rumrusher on November 22, 2012, 10:19:18 am
A little disappointed that, while I've no difficulty hewing the legs of a deathknight I only seem able to fracture/shatter their blade...

I was hoping to track one down in adventure mode so that I could run around with a giant-sized weapon.

Also, had some weirdness--rolled a kensari adventurer and his home civ was populated by nothing but nords.
Kensari does not have towns, so you just started in nord town.

Are all races playable without additional modding?
This mod is dwarven-centric.
someone could work on other races as a mod plugin.
I'm currently working on bringing False-wing kind over to Gen 5 as a race of liberated bogeymen who anti-fallen but neutral to night creatures
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: narhiril on November 23, 2012, 12:57:08 pm
I'm usually pretty good at figuring things out, but the steam engine has me stumped.  How the hell does that work?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Putnam on November 23, 2012, 01:17:37 pm
I'm usually pretty good at figuring things out, but the steam engine has me stumped.  How the hell does that work?

DFHack has a steam engine module.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 23, 2012, 05:10:38 pm
You build it on top of water. Because you cannot build workshops over empty space, build it over stairs down leading to water. Then you can make it boil with fuel. Always read the first post, it shows all you need pretty much.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: CaptainArchmage on November 23, 2012, 06:55:41 pm
You build it on top of water. Because you cannot build workshops over empty space, build it over stairs down leading to water. Then you can make it boil with fuel. Always read the first post, it shows all you need pretty much.

Hang on there, you can build [REQUIRES_MAGMA] workshops over empty space and they work fine, no issues with collapse. That's not going to do well for the normal steam engines but it will work well for the magma steam engines.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Putnam on November 23, 2012, 07:14:01 pm
You build it on top of water. Because you cannot build workshops over empty space, build it over stairs down leading to water. Then you can make it boil with fuel. Always read the first post, it shows all you need pretty much.

Hang on there, you can build [REQUIRES_MAGMA] workshops over empty space and they work fine, no issues with collapse. That's not going to do well for the normal steam engines but it will work well for the magma steam engines.

Yeah, but DFHack doesn't work that way.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: CaptainArchmage on November 23, 2012, 08:50:24 pm
You build it on top of water. Because you cannot build workshops over empty space, build it over stairs down leading to water. Then you can make it boil with fuel. Always read the first post, it shows all you need pretty much.

Hang on there, you can build [REQUIRES_MAGMA] workshops over empty space and they work fine, no issues with collapse. That's not going to do well for the normal steam engines but it will work well for the magma steam engines.

Yeah, but DFHack doesn't work that way.

The reaction doesn't, but I wonder what happens if you do...

In other news, I've embarked on a new settlement (not as part of the Golddepths thing) which includes a volcano. I will see how it goes. I am using the newest version on this.

The file size is around 40-50MB, which is pretty large.

Sorry forgot to add: I put Bismuth and Bismuth Bronze back in the game and fiddled with some of the ore drop frequencies. One thing to be aware of (I am sure you are...) is that when a reaction calls for a metal ore, it doesn't take frequency into account. "Make Bronze Bars from Ore" will take any copper ore and one tin ore, even if its only 1% drop on each, and output eight bronze bars.

The performance (over WINE) looks quite good, but I haven't unpaused yet. This is on a 4x6 map (just slightly smaller than a 5x5) with a huge volcano.

Update on performance: FPS skips between 70 and 150. No idea why.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: narhiril on November 24, 2012, 03:43:33 pm
You build it on top of water. Because you cannot build workshops over empty space, build it over stairs down leading to water. Then you can make it boil with fuel. Always read the first post, it shows all you need pretty much.

Perhaps I didn't phrase my question properly.  I meant something more along the lines of "how the hell did you make a workshop produce power?"


DFHack has a steam engine module.

But it seems I got my answer anyway.  :D
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: CaptainArchmage on November 24, 2012, 05:31:21 pm
OK, I'm noticing some performance issues on WINE.

The game has a tendency to stop loading stuff into RAM when loading save files from time to time. This usually happens when I have saved the game beforehand.

In other news, the save has an upright spoiler. I'm thinking this could become a good succession game or something...

 8)

Despite the want of a river, this place is a truely fitting location to build the greatest dwarven capitol of all time.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: metgyre on November 24, 2012, 09:08:17 pm
I can't find anything about the sacifical pit deal.  What does the reaction do, exactly? sounds creepy and i want to know what it does before i do it.  I may not have looked through this thread hard enough, sorry if it's been answered before.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: eViLe_eAgLe on November 24, 2012, 10:39:45 pm
First and foremost; thank you for this awesome mod, secondly, a question.
Will you be expanding on the craft system, kind of like on the original Genesis? Where you could use the teeth, horns, or bones of your enemy (or your own teeth, for that matter. I know I did.)
I for one, would love to see that, it's the main reason I still play the original Genesis. If not, is there a way I could do it myself?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: bdsorensen on November 26, 2012, 07:09:01 pm
I'm very sorry if this has already been said; this is already a giant thread, but I've noticed in adventure mode that demoniacs seem to be... Openly hostile.  I got a quest to kill one in a hamlet, and, entering the house it was located, there were bodies surrounding it. He didn't attack me, but became hostile when I accused him of being a night creature.

I thought it was an isolated event, but I entered a keep to find another demoniac. I found him on the second floor, next to the body of a human historical figure. I was able to tell this because I then talked to him and reported the news of the sudden death of his murder victim.  He was very heart broken.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Rumrusher on November 27, 2012, 10:27:27 pm
I'm very sorry if this has already been said; this is already a giant thread, but I've noticed in adventure mode that demoniacs seem to be... Openly hostile.  I got a quest to kill one in a hamlet, and, entering the house it was located, there were bodies surrounding it. He didn't attack me, but became hostile when I accused him of being a night creature.

I thought it was an isolated event, but I entered a keep to find another demoniac. I found him on the second floor, next to the body of a human historical figure. I was able to tell this because I then talked to him and reported the news of the sudden death of his murder victim.  He was very heart broken.
eh it's more like they aren't historically pin to the crime until you know them before doing the crime, also they follow the vampire code of being 'hostile' when really it's just them losing their citizenship and becoming hostile to any civ unit. really any vampire outed is just hostile due to the game making them a wild civ unit (or switching over to the vampire soul).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: bdsorensen on November 27, 2012, 10:42:05 pm
No... They killed the others before I even talked to them. I entered the house to find the demoniac surrounded by bodies, before I even talked to him. Same with the keep and historical figure.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 28, 2012, 01:52:35 pm
That's supposed to happen.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Maulkin on November 29, 2012, 03:29:57 pm
Hi there! You talk about the manual. i dont seem to be able to find it here, anywhere. I feel silly... Can anyone help me?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on November 30, 2012, 05:14:09 am
It's not done yet, but the first post has some info.

Sorry for the lack of updates, I am down with nasty flu. And I will try to release 5.12 soon.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Maulkin on November 30, 2012, 07:35:11 am
No problems, just thought i was really thick not to see it :) just had some beastiearie queries, for embark, but i figured it out :) Because not all the new critters are on the old GENESIS page right?

Nice mod bytw, enjoing it imensly
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: CaptainArchmage on November 30, 2012, 07:29:12 pm
It's not done yet, but the first post has some info.

Sorry for the lack of updates, I am down with nasty flu. And I will try to release 5.12 soon.

Get well then!

In other news, in my "dwarven capitol" game a peasant just showed up on my map with a missing leg and all body parts yellow. WTF? This was a fresh worldgen, and we're on the first autumn. Any idea what caused this? My belief is it was a megabeast attack or something, but whatever it was did some pretty nasty things. The peasant just collapsed on arriving in the fortress, and is under a "recover wounded" order. I'll have to get some healthcare up...
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on December 01, 2012, 05:14:12 am
It's not done yet, but the first post has some info.

Sorry for the lack of updates, I am down with nasty flu. And I will try to release 5.12 soon.

Get well then!

In other news, in my "dwarven capitol" game a peasant just showed up on my map with a missing leg and all body parts yellow. WTF? This was a fresh worldgen, and we're on the first autumn. Any idea what caused this? My belief is it was a megabeast attack or something, but whatever it was did some pretty nasty things. The peasant just collapsed on arriving in the fortress, and is under a "recover wounded" order. I'll have to get some healthcare up...
He just fought in some battle during the world generation, it happens. Also it means he's some important figure, tsk tsk.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: CaptainArchmage on December 01, 2012, 12:33:45 pm
It's not done yet, but the first post has some info.

Sorry for the lack of updates, I am down with nasty flu. And I will try to release 5.12 soon.

Get well then!

In other news, in my "dwarven capitol" game a peasant just showed up on my map with a missing leg and all body parts yellow. WTF? This was a fresh worldgen, and we're on the first autumn. Any idea what caused this? My belief is it was a megabeast attack or something, but whatever it was did some pretty nasty things. The peasant just collapsed on arriving in the fortress, and is under a "recover wounded" order. I'll have to get some healthcare up...
He just fought in some battle during the world generation, it happens. Also it means he's some important figure, tsk tsk.

Actually, this guy doesn't have any kills. He is married to another one of the migrants though. He might be a vampire, but I'll have to check.

Edit (bug report!): I've got a "Dark clan" dwarf as a migrant. Now, it says on the description that they do not grow beards, but his thoughts and preferences screen shows that his long beard is arranged in double braids. The face tentacles are there, however.

Suggestion: Orthoclase and Microcline are apparently used to make porcelain (I think this is also mentioned in the raws) and I've often modded the minerals to be used to make porcelain. You could try something like this, or alternatively have an "orthoclase ceramic" and "microcline ceramic".
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Maulkin on December 02, 2012, 02:50:51 pm
Hi!

Thought you'd liek to know, Utility spider gets bit by mosquitos, probably not easy or important to fix, but fyi :)

and when i am in Stockpiles menu, and press low cap 'c' to select custom stockpile, it also opens Compaion menu :) (but also selcts the custom stockpile when you have left the companion menu)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Maulkin on December 02, 2012, 04:17:06 pm
Suggestion:

Thought about adding like a finery smelter to smelt precious ore like silver and Gold, and that Gold and silver takes more ore per bar to smelt. making it easier to add higher value to gold, and since in real life it takes since you get an average of 3-6 grams of ore per 1 ton of goldcarrining ore
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Maulkin on December 02, 2012, 06:06:11 pm
Bug:
The thing with the 'c' button, happens whenever i hit the c key

EDIT: Seems to have stoped happening now, seems to be intermittent, will trace conditions to when i happens, (if it happens again
)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Putnam on December 02, 2012, 09:42:22 pm
Maulkin, use the "modify" button instead of posting multiple times.

The "getting bit my mosquitos" thing isn't fixable.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: CaptainArchmage on December 02, 2012, 11:06:13 pm
Maulkin, use the "modify" button instead of posting multiple times.

The "getting bit my mosquitos" thing isn't fixable.

If that causes a syndrome, you can make the utility spider immune to it? I haven't checked so I'm not sure whether mosquito bites actually cause syndromes (they did in one of the later versions of the old genesis, I think).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Putnam on December 02, 2012, 11:29:37 pm
If they do, it's probably specific to GENERAL_POISON, which I'm guessing the spiders don't have, being automatons.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Smashness on December 05, 2012, 10:47:48 pm
Noob question ahead

I noticed that the 'natural ability' and such categories have been removed from the "X" screen, and was wondering if it's possible to even use natural abilities anymore (dragonfire and such), and I noticed that those batshit insane snakemen can still use natural abilities
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Putnam on December 05, 2012, 10:58:23 pm
Noob question ahead

I noticed that the 'natural ability' and such categories have been removed from the "X" screen, and was wondering if it's possible to even use natural abilities anymore (dragonfire and such), and I noticed that those batshit insane snakemen can still use natural abilities

They shouldn't be, if you're actually using any version past 34.01. That is something that is impossible to mod out.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: TomiTapio on December 06, 2012, 11:50:45 pm
Hi guys it's me, TomiTapio the squirrel photographer / Genesis assistant.
Resumed DF after X months away. (Current game: XCOM on Xbox)
Here are my notes on Genesis 5.11 Ironhand:

k*buk dorf name to fix. Al*th too. *rith.
I think Mica should be more brown. Biotite is the black, iron-tinted mica.
Are my Rock Salt additions in? Boulder to kitchen-use salt.
Are wooden trap components still super effective? (stupid corkscrew attack)
Could we have cloth quivers?
I think my goat just headbutted a TREANT to death. Strengthen treant heads.
Should Gully Shriekers be faster than running dorfs?
Green slime blinks as dorf icon?

My dorfs sure throw a lot of rocks! (I have custom Announcements)
Armor and shield use goes up too fast?

EDIT:
Wereape symbol is some sort of food.
Utility spider looks numb? Do they get such effects?
Crash on migrants arriving.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Siaru on December 08, 2012, 01:35:18 am
I'm rather curious about the Bandit Civilization. In easily 200+ world generations, different amounts of Civilzations and different Genesis versions, I've only ever seen Bandits on the Embark screen a grand total of one time. Makes me wonder how competent they are if they can't last 100 years.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: TomiTapio on December 09, 2012, 10:01:29 am
*looks at Bandit raws*
Maybe they starve, they have USE_ANIMAL_PRODUCTS but not any of
Spoiler (click to show/hide)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Di on December 09, 2012, 05:40:27 pm
Um, is this okay that I can erect a great fortress built with ash blocks obtained from burning vermin hunted by my batwings?
Feels great though.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: narhiril on December 09, 2012, 09:30:24 pm
Um, is this okay that I can erect a great fortress built with ash blocks obtained from burning vermin hunted by my batwings?
Feels great though.

I see no reasonable objection to this.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: lwCoyote on December 11, 2012, 10:53:31 pm

(http://i.imgur.com/SC4ZU.png)


Is it just me, or does the above picture look a lot like Ultima Vs shadowlords?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: OrdoSicarius on December 13, 2012, 08:11:19 am
Is there a wiki or something for the mod that's updated?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Organum on December 13, 2012, 06:15:40 pm
Ah, possibly some stupid questions, but I used the search function and couldn't find anything about them...

I used the Shroom Shrine and got a bunch of weird tablets. What do I do with this stuff? Also: There isn't an option to make mithril wafers in the smelter. Am I missing something there?

Sorry if these questions are dumb, I haven't played DF in a while.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: TomiTapio on December 14, 2012, 12:05:07 am
Is there a wiki or something for the mod that's updated?
Nope!
Both http://genesis-mod.webs.com/ and http://df-genesis.wikidot.com/ are outdated, even for 3.xx OldGenesis.

*searches thread and raws* Shroom Shrine: nothing yet, it's a work in progress.
Yeah looks like Deon needs to add Mithril wafers reaction.

Deon: [REACTION:SUMMON_PIT_FIEND] requires opals but desc says black diamonds.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Siaru on December 14, 2012, 11:19:21 am
Also: There isn't an option to make mithril wafers in the smelter. Am I missing something there?
Are you trying to make mithril wafers after making chunks of it at the deep furnace? If not, build one of those and start making chunks to process into wafers.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Organum on December 14, 2012, 02:04:52 pm
Is there a wiki or something for the mod that's updated?
Nope!
Both http://genesis-mod.webs.com/ and http://df-genesis.wikidot.com/ are outdated, even for 3.xx OldGenesis.

*searches thread and raws* Shroom Shrine: nothing yet, it's a work in progress.
Yeah looks like Deon needs to add Mithril wafers reaction.

Deon: [REACTION:SUMMON_PIT_FIEND] requires opals but desc says black diamonds.


Oh, okay. Adding a Mithril thread-to-wafers reaction shouldn't be too hard.

Also: There isn't an option to make mithril wafers in the smelter. Am I missing something there?
Are you trying to make mithril wafers after making chunks of it at the deep furnace? If not, build one of those and start making chunks to process into wafers.

It was after processing it into thread. I checked the reaction_smelter.txt and didn't see one for mithril, and I guess now I will just add one myself and see how that goes next world gen.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: MoloMowChow on December 15, 2012, 10:41:57 pm
Is it possible for an adventurer in adventure mode to learn more then 1 secret? I wanna read all the types of slabs and be the most powerful wizard in Hogwarts!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Putnam on December 15, 2012, 10:42:35 pm
Is it possible for an adventurer in adventure mode to learn more then 1 secret? I wanna read all the types of slabs and be the most powerful wizard in Hogwarts!

Yep.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.10]
Post by: Rumrusher on December 16, 2012, 06:55:51 am
5.10
- Companion order menu now uses 1-9 instead of A-Z for orders to avoid confusion.
yeah that change ended up breaking the order menu due to the script can't register any commands outside of letters and numbers.
so going over 26 units or for my sake writing over 9 commands ends up making it impossible to use those units/commands.
this is a flaw in the script.
here's a picture of what will happen.
(http://www.truimagz.com/host/fortcrush2/folder12/Deon-no-just-no.png)
In this picture I can't get access to any commands past 9.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: MoloMowChow on December 16, 2012, 04:47:39 pm
Is it possible for an adventurer in adventure mode to learn more then 1 secret? I wanna read all the types of slabs and be the most powerful wizard in Hogwarts!

Yep.

Awesome. Do all the secrets grant "no hunger, thirst and sleep" as well as stop attribute growth or is that necromancy only?

Also, what does gathering plants reaction in adventure mode do, can I do anything with the plants I gather?

And how much superior is mithril compared to other metals?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Siaru on December 16, 2012, 09:16:19 pm

And how much superior is mithril compared to other metals?
[/quote]
Think of Mithril as the metal in between Steel and Adamantine. It's light, strong and sharp. It's not as sharp or sturdy as Adamantine, but it does the job.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: MoloMowChow on December 16, 2012, 09:33:33 pm

And how much superior is mithril compared to other metals?
Think of Mithril as the metal in between Steel and Adamantine. It's light, strong and sharp. It's not as sharp or sturdy as Adamantine, but it does the job.
[/quote]

Cool that makes sense. It's just that I noticed in the patch notes that "blood steel" and "void steel" not only are better then steel, but are also good for humanoids and beasts respectively. With the ability to transmute weapons and now that I have access to blood/void steel bars and mithril bars, I'm just wondering (I'm a swordsman by the way) if a blood/void steel (long)swords is better then a mithril (long)sword, assuming that I'm using the blood/void steel on enemies that the game claims they work better against.
I also managed to look off a masterwork mithril scimitar from a goblin chief, and wondering if that's better then any hand made blade.

Also, is it possible to give different qualities to weapons I transmute? Or are they forever locked on basic quality?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Siaru on December 17, 2012, 12:35:51 am
Cool that makes sense. It's just that I noticed in the patch notes that "blood steel" and "void steel" not only are better then steel, but are also good for humanoids and beasts respectively. With the ability to transmute weapons and now that I have access to blood/void steel bars and mithril bars, I'm just wondering (I'm a swordsman by the way) if a blood/void steel (long)swords is better then a mithril (long)sword, assuming that I'm using the blood/void steel on enemies that the game claims they work better against.
I also managed to look off a masterwork mithril scimitar from a goblin chief, and wondering if that's better then any hand made blade.

Also, is it possible to give different qualities to weapons I transmute? Or are they forever locked on basic quality?


For edged weapons it goes;Vulcanite>Adamantine>Mithril>Blood/Voidsteel>Steel/Meteoric>Iron/Cobalt/Bronze/Black Bronze>Copper
Generally this also applies to armor as well.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: MoloMowChow on December 18, 2012, 09:09:46 pm
In adventure mode, a enemy Revenant happened to cast a sort of Lifebreak spell on me. I survived the ambush unscathed, but it seems that every time I finish fast traveling, my body will experience pain. In my status page, my entire body is constantly in a state of orange, despite no health problems.

Is the effects of the lifebreak permanent? Does it disappear overtime, negated, or cured?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Siaru on December 19, 2012, 01:23:47 am
In adventure mode, a enemy Revenant happened to cast a sort of Lifebreak spell on me. I survived the ambush unscathed, but it seems that every time I finish fast traveling, my body will experience pain. In my status page, my entire body is constantly in a state of orange, despite no health problems.

Is the effects of the lifebreak permanent? Does it disappear overtime, negated, or cured?
In my fort-mode experience, it will wear off. However, How long I'm not sure on. It could take a few days, a week, or longer. I do know that it should go away.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: MoloMowChow on December 19, 2012, 01:42:04 pm
Thanks for answering all my questions!

I went to a tower and learned druid secrets. It's cool having multiple power, although I wish I knew what some of them did, like ice and mud clouds. I went into legends mode for my world and realized that all 4 towers only seemed to carry druid secret slabs. A pyromancy clab was stored in a Human Fort site apparently, and a storm/lightning slab was stored in a Dwarf Civilization Fort! A necromancy slab was claimed by someone in a dherim village apparently, although he doesn't seem to be there anymore.

Is it possible to claim slabs in locations other then Towers now? I'm really worried about the storm one because I thought dwarf civilization sites couldn't be entered?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Rumrusher on December 19, 2012, 02:01:10 pm
Thanks for answering all my questions!

I went to a tower and learned druid secrets. It's cool having multiple power, although I wish I knew what some of them did, like ice and mud clouds. I went into legends mode for my world and realized that all 4 towers only seemed to carry druid secret slabs. A pyromancy clab was stored in a Human Fort site apparently, and a storm/lightning slab was stored in a Dwarf Civilization Fort! A necromancy slab was claimed by someone in a dherim village apparently, although he doesn't seem to be there anymore.

Is it possible to claim slabs in locations other then Towers now? I'm really worried about the storm one because I thought dwarf civilization sites couldn't be entered?
well yeah you can't get in them but with a proper lua script you can.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Reptillian on December 19, 2012, 05:14:46 pm
why is the charcoal furnace not in the game when it's reactions are?

i found reactions for the charcoal furnace even though the building itself is nowhere to be found.
am i blind? or is is this a mistake?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Siaru on December 19, 2012, 06:20:16 pm
why is the charcoal furnace not in the game when it's reactions are?

i found reactions for the charcoal furnace even though the building itself is nowhere to be found.
am i blind? or is is this a mistake?
In what raw file did you see Charcoal Furnace reactions? I've scanned through all the reaction raws, and I saw none that had anything to do with a Charcoal Furnace.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Reptillian on December 19, 2012, 07:53:15 pm
why is the charcoal furnace not in the game when it's reactions are?

i found reactions for the charcoal furnace even though the building itself is nowhere to be found.
am i blind? or is is this a mistake?
In what raw file did you see Charcoal Furnace reactions? I've scanned through all the reaction raws, and I saw none that had anything to do with a Charcoal Furnace.
the "reaction_ironworks.txt"
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Siaru on December 19, 2012, 08:13:10 pm
why is the charcoal furnace not in the game when it's reactions are?

i found reactions for the charcoal furnace even though the building itself is nowhere to be found.
am i blind? or is is this a mistake?
In what raw file did you see Charcoal Furnace reactions? I've scanned through all the reaction raws, and I saw none that had anything to do with a Charcoal Furnace.
the "reaction_ironworks.txt"
Huh. I suppose it is just an unimplemented/accidental copy over.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Vherid on December 21, 2012, 01:23:28 am
So I noticed you implemented some preset options into dfhack or something. How easy for us would it be to replace the DFhack with newest version for example?

Well after testing that, that still works, which would mean this auto run thing is going on somewhere else, and I am a little curious as to why it enables some things 2-3 times.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Digger350 on December 22, 2012, 10:01:06 pm
When my fortress was sieged by some fallen, A Lich proceeded to revive some random razorback skeletons and a mob of goblin corspes, which promptly slaughtered the siegers.

Also, when I attempted to use a sacrificial pit, it turned an unarmed pheasant dwarf into a husk killing machine. My 35 highly trained Military dwarves coated in full iron with 45   iron bolt armed marksdwarves behind them, proceeded to stab/shoot him easily over 300 times. It slaughtered them all, and had about 45 bolts stuck in him, with every single bone shattered, brain splattered and everything proceeded to kill 20 of my dwarves with another 30 heavily wounded. It only ended when 10 of my swordsdwarves got him stuck in a corner and proceeded to chop off every limb (even the head), and only ended when a lucky blow chopped him in half.

Unless destroying a fortresses military with one dwarf is intended, please just make the sacrifice become undead/dead.

And yes, I refuse to simply place cage traps around the pit, for only pointless melee combat is dwarfish!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Rumble16 on December 23, 2012, 04:39:20 am
I was wondering, as I watched VgPaticus' Let's play of an older version of Genesis, whether you would be including the training systems that were in the other versions.  When I say training systems, I mean the weihgt sets, the obstacle courses, and the training dummies.  Will these be in later versions?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Zakoyote on December 24, 2012, 04:54:54 pm
Hey, I gotta say I really enjoy this mod, but I was wondering whether or not the void walkers were playable? I had a blast playing as the illithids in previous version and was a little sad to see that they weren"t an option, even after genning 4 seperate worlds in the attempt to have them show up.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Siaru on December 24, 2012, 06:54:48 pm
Hey, I gotta say I really enjoy this mod, but I was wondering whether or not the void walkers were playable? I had a blast playing as the illithids in previous version and was a little sad to see that they weren"t an option, even after genning 4 seperate worlds in the attempt to have them show up.
As I believe Deon pointed out earlier, the mod is designed around the dwarves. Voidwalkers, and all other civilizations for that matter, are not playable unless you want to mod that in yourself.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Zakoyote on December 24, 2012, 10:03:30 pm
Does that extend to adventurers? Because I seem to have access to all but the fallen and the void walker without modification. That's more of what I was wondering about, sorry it wasn't more clear in my original post.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: TomiTapio on December 25, 2012, 02:03:20 am
Just a had a crash from a TRANSFORMATION. Werebeast infected a dorf victim.
Log:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Rumble16 on December 25, 2012, 04:06:12 pm
Alright, so I made a test fortress to try using marksdwarves, as my first fort was ruined 8 years in by about 180 Merfolk bowmen, but when I was attacked int he first year and assigned the marksdwarves to go stand in the war room, right in front of the main gate, they grabbed everything but their ammunition, and proceeded to get the ever living crap beat out of them in less than five seconds.  Then, the 39 children that had come all at once in the last migrant wave, were slaughtered mercilessly and I raged for five minutes.
Is any of this a bug?  Particularly, the ammunition part, since that has destroyed my fortresses multiple times, but even the children was annoying.  What am I supposed to do with 39 kids?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Meph on December 25, 2012, 04:15:05 pm
To avoid kids simply keep your dwarves busy. No friends means no relationships means no kids. You still get some from immigration. I usually ignore/kill them.

Ammo can be difficult, but usually isnt buggy, but a user error. If they have training ammo, and didnt use it up, it might clog up their quivers and they dont refill with combat ammo. Make sure to station them near the enemy. If you send them with the kill command they might just run up and melee. Best is to keep no valid pathway between your archers and the enemy, your guys will still shoot, but wont engage in melee then.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Rumble16 on December 25, 2012, 06:29:16 pm
Good advice, I'll try that.  The ammo thing may need practice then, but when I mentioned the children, I meant that I had a full midrant wave with no adults at all.  39 children.  My child absolute cap is 0.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Meph on December 25, 2012, 06:33:42 pm
That has probably nothing to do with the mod. Since toady enabled historical figures to immigrate, you get a lot of complete families, bringing a lot more children, since v.31.

I personally modded them to grow up faster, and some have natural skills to do at least some kind of work...
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: TomiTapio on December 26, 2012, 05:08:02 am
To avoid kids simply keep your dwarves busy. No friends means no relationships means no kids. You still get some from immigration. I usually ignore/kill them.
I like using [BABY_CHILD_CAP:4:8] in d_init. Seems to work.

To circumvent the "stupid dorfs can't carry crossbow AND dagger", use this bayonet-including crossbow in your worlds:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on December 26, 2012, 05:55:45 am
The crossbows already have bayonets, Tomi.

Alright, so I made a test fortress to try using marksdwarves, as my first fort was ruined 8 years in by about 180 Merfolk bowmen, but when I was attacked int he first year and assigned the marksdwarves to go stand in the war room, right in front of the main gate, they grabbed everything but their ammunition, and proceeded to get the ever living crap beat out of them in less than five seconds.  Then, the 39 children that had come all at once in the last migrant wave, were slaughtered mercilessly and I raged for five minutes.
Is any of this a bug?  Particularly, the ammunition part, since that has destroyed my fortresses multiple times, but even the children was annoying.  What am I supposed to do with 39 kids?
It's not a bug, make sure you give them quivers, assign ammo and do not give them too much of handheld stuff so they can shoot.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on December 27, 2012, 02:07:46 pm
Just a had a crash from a TRANSFORMATION. Werebeast infected a dorf victim.
Log:
Spoiler (click to show/hide)
There must have been something out-of-order, maybe even some weird vanilla bug (most likely).

Transformations work fine, here's an example: http://www.youtube.com/watch?v=zn-QEKnndqk , a werebeasts comes and leaves.

By the way, I should finish some of my work tonight and I plan to release a graphical patch with all creatures included. Let's hope I don't fall asleep at PC :P.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: CaptainArchmage on December 28, 2012, 05:56:03 pm
Bug report Deon.

I started my new Genesis fortress partly in the desert and partly on forest, about a few days into the embark, I have three dead hellbats in my units list; there are none on my map. It seems like they must have blown themselves up.

About performance, this time the FPS is around 170-200 (its a 4x4 embark), which is pretty good. The fortress is planned on "how it goes", which is to say there's no particular plan.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Putnam on December 28, 2012, 06:05:54 pm
That's not a Genesis bug, nor is it a bug; dead creatures tend to show up if they died anywhere, even in places you haven't found yet.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: CaptainArchmage on December 28, 2012, 07:35:35 pm
That's not a Genesis bug, nor is it a bug; dead creatures tend to show up if they died anywhere, even in places you haven't found yet.

Correction: I believe the hellbats are destroying themselves somehow, which might count as a bug. The name suggests they might be permahot, so a bug such as the bats not being heat resistant would result in their deaths.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Meph on December 28, 2012, 08:07:46 pm
Deon, the crash about the werebeast was not the werebeast itself, but the infected dwarf citizen turning into one. It might have to do with the description and/or appearance modifiers... but this should only trigger a crash if the creature description is viewed. Honestly I dont think so, and hope it was just a random occurence.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: TomiTapio on December 29, 2012, 07:08:32 am
Reminder to Deon, because update coming soon; my observations from quick testing
Spoiler (click to show/hide)
also, was the "one tree to two charcoal" supposed to be in?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Sergei_Andropov on December 30, 2012, 03:19:19 am
My adventurer has been drinking vampire blood at every opportunity (it's quite tasty), but still won't turn into one.  I'll drink the blood, knock out some poor ungulate somewhere, and hit the "e" key, but the option to feast on my victim's blood isn't there like it is in vanilla, and (until I became a necromancer) I continued to get hungry and thirsty as normal.  Is this a bug, or am I just doing something wrong?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Meph on December 30, 2012, 09:26:30 am
Your companoin order plugin seems to pop up in fortress mode, changing keybinding and adding Ctrl-C@dungeonmode gui/companion-order will fix this. Warmist told me that, because I had the same problem with a couple of plugins.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Dutchling on December 30, 2012, 10:36:21 am
I am preparing an embark and I just noticed that one one of my starting seven has 'speardwarf', 'fisherdwarf', etc as possible skills. The others just have the generic 'spearman' and 'fisherman' skill names.
It's not his caste or gender (male stoneclan) as I have another male stoneclandwarf who has human skillnames.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on December 31, 2012, 01:01:35 pm
I will check that and fix that, thanks.

Happy new year!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Rumrusher on December 31, 2012, 04:42:31 pm
Your companoin order plugin seems to pop up in fortress mode, changing keybinding and adding Ctrl-C@dungeonmode gui/companion-order will fix this. Warmist told me that, because I had the same problem with a couple of plugins.
I can see Companion order having work in Fort mode if you sent your adventurer to your fort.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on January 01, 2013, 04:34:35 am
The New Year celebration went awesome, although I will have to sleep a few dozen hours now :P.

I've fixed language files and some minor stuff, and after I checked Meph's masterwork thread I reworked blood arena.
You won't have reactions with weird syndromes simulating "a fight" now, you will have to transform special animals into enemies now. There will be a "fluff" creature which is like a ball of fur, it's fat, hairy and nice. You will have to sacrifice those to please Armok. Basically you will have a big arena with an arena operator hidden in a small room, then you will pasture fluff in it and pull the lever... And they will transform into monsters your dwarves can actually fight.

You also get a new metal "titanite", processed from rutile and/or ilmenite. It can be alloyed with iron to get lightweight steel-grade metal for lighter armor or used as it is for heavier weapons (I know it makes no sense, it's for gameplay reason, it's fantasy after all). It will take some more input for a user to use (like, you will need copper for rutile but only coke for ilmenite) and there may be some intermediate processes.

I've added shimmering, bloodred and dark crystals as gems, they replace current gems in altar reactions, and you can also get them as gizzard stones from specific creatures (from good, savage and evil animals appropriately). They will be used for alchemy and religious reactions.

I still think about a proper name for a dwarfmas tree. I've already added "Hungry Festal Tree", "Gala Tower-Cap" and "Occult Arcade", they are all christmas tree replacements for savage, good and evil themes. You will be able to feed vermin to hungry festal tree to get presents, or put gems/ore under gala tower cap to get some surprise. I am not sure about Occult Arcade yet, but I will think of something.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Miko19 on January 01, 2013, 02:45:41 pm
So, uh....

Could someone guide me how to modify the Ironhand set so that I get the default DF font (Cause stuff like asterisks being replaced with symbols somehow breaks my immersion O_O) but keep the rest of the graphical goodies?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Vherid on January 01, 2013, 04:58:30 pm
So, uh....

Could someone guide me how to modify the Ironhand set so that I get the default DF font (Cause stuff like asterisks being replaced with symbols somehow breaks my immersion O_O) but keep the rest of the graphical goodies?

Keep graphics mode on, change the tileset name to the one you want in the init file, under the graphics section.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Meph on January 01, 2013, 05:00:45 pm
I think he meant to keep ironhand, but replce the tiles for letters in the tileset with the ascii-letters. With TTF off, ironhand letters look way different then vanilla. So, Miko, to do that, you would have to alter the ironhand.png in data/art and replace the letters in there.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Putnam on January 02, 2013, 03:59:27 am
I think he meant to keep ironhand, but replce the tiles for letters in the tileset with the ascii-letters. With TTF off, ironhand letters look way different then vanilla. So, Miko, to do that, you would have to alter the ironhand.png in data/art and replace the letters in there.

He mentioned asterisks specifically, so I think the entire tileset was meant.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on January 02, 2013, 07:58:46 am
Sorry that it takes so long, it will take a while more. My wife wants attention, and I cannot blame her :P.

Magnetite is no longer a 100% iron ore. It is only 60%. You can build Agglomerator which allows you to turn magnetite into limonite. Oh, limonite is 100% iron and siderite ores yield even more.

I just tried to stay a bit closer to the real smelting problems and to make it more fun and/or complex. And yes, I had a drunk discussion with my grandpa geologist during New Year celebration which led me to this idea.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: TomiTapio on January 03, 2013, 06:13:19 am
Sounds good, Deon.
Currently doing a short outdoors-only fort, and pondering wooden quivers and wooden flasks. (bark, and flask sealed with pine sap or tar)
Maybe one workshop in Gen 5.x could make TAR or RESIN out of a few specific trees. (Tar used to be a huge export product in Finland, for waterproofing ships)
Also pondering a silly armor made of cloth reinforced with wood slabs. in OldGenesis (I guess I'll put out a release in January)

EDIT: Bits from my TODO list:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: cAPSLOCK on January 05, 2013, 07:10:03 pm
So far I've had two instances where infighting starts because a dwarf has decided to become a maniac. The first time was in my food stockpile while the second was in my dining room. Is this intentional? Similar to how masterwork has the undercover demons/werewolfs? I really have no idea why this is happening.

... And before I even posted this more fighting happened. This time a hunter went around and started punching people before being killed by my military. What is going on?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: cAPSLOCK on January 05, 2013, 08:35:01 pm
Well, the whole fort except for two great soldiers is dead now due to loyalty cascade. I had figured that was what it was when the people attacking eachother weren't maniacs. Still, I want to know what caused the maniacal sickness in the first place, because as fun as it was to see my fort spontaneously erupt in an orgy of violence and death, I would like to make sure it doesn't happen again.

Thanks!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Meph on January 05, 2013, 10:13:44 pm
Its the custom curses and nightcreatures. Succubi, Vampires and Demonicas have those...  [CDI:INTERACTION:MADNESS_FEVER] and [CDI:INTERACTION:MADNESS] both add the CRAZED tag, which causes loyality cascades in fortress mode.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Valid_Dark on January 06, 2013, 01:32:35 am
anyway you can do a release of the Companion Order feature as an individual mod,
as well as the Culinary shop and maybe the plants,

I play a super custom version of the game, and those are the only things I'm really interested in putting into my game.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Meph on January 06, 2013, 02:00:36 am
Companion Order is from dfhack, you just need to copy the companion-order.dll from the dfhack folder into yours.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: burchalka on January 07, 2013, 04:57:56 pm
Hello, is it an intended feature that "make bedroom set" job uses 3 stone blocks, but the quality of the producer goods is affected by carpentry skill?

Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on January 07, 2013, 07:38:03 pm
Huh, it takes PLANT_MAT blocks, which are wooden blocks. Is it different for you? Please tell, I am fixing different things right now as I type this for the next release :).
It may take a bit more than I thought because I am adding lots of creatures influenced by Dark Souls and Magic the Gathering, and I still need graphics for them.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Meph on January 07, 2013, 07:43:42 pm
If you need anything about Magic the Gathering, I played it professionally in the past, and would be happy to help. Everything from the first 12 years of MtG is imprinted in my brain.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: lwCoyote on January 07, 2013, 08:40:52 pm
If you need anything about Magic the Gathering, I played it professionally in the past, and would be happy to help. Everything from the first 12 years of MtG is imprinted in my brain.

ahh, those early days of MtG were wonderful.

The original post mentioned a manual, is that still a work in progress? I've plans to do a youtube LP with this mod and while I don't mind diving in with reduced info, going in completely blind with so many changes seems folly-ish.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Deon on January 07, 2013, 10:27:25 pm
Heh, we are playing MtG quite often with my friends and I teaching my son to play it.

Yeah, the mod undergoes some big changes, so no manual yet, however the first post has most info you may want to know, everything else can be learned from the game easily.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
Post by: Vherid on January 08, 2013, 12:37:15 am
So what is special about these cultists that get made from the sacrificial pit?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
Post by: Deon on January 08, 2013, 06:36:21 am
So I've decided not to keep you waiting until I finish all mycon and saproling types and change nature-based necros into rot-farmers. So here's an update which should have been released long time ago, with some important fixes and full graphics for all creatures.

Arena changes and new metallurgy will come next, stay tuned.

5.12
Graphics:
- Creature graphics for all the critters out there.
- Fixed language files for dwarves (no more weird symbols with tileset).
Interface:
- Fixed companion order keybinding. Now it's Ctrl-C and works only in adventure mode.
Materials:
- Furniture workshop now accepts wooden blocks only.
- Fixed sausage making materials.
- Returned animal-specific leather. It does not break leather avaliable to civs and I decided that I like griffon hide quivers more than hide quivers.
- Scaled animals now give tanned scale, not leather. It's a bit tougher and more expensive.
- Adventure mode tanning gives 2 leather from 1 raw hide to reduce tediousness.
Creatures:
- Scarabs can breed now.
- Utility spiders are now dog-sized, not hippo-sized.
- New megabeast: chaos witch.
- New megabeast: iron titan.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
Post by: Deon on January 08, 2013, 03:05:55 pm
The new blood arena is working fine, however I have a problem where the dwarf performing the summoning often dies. You can pre-equip the "referee" with armor and weapons to avoid it though.
(http://tnypic.net/enpra.png)

I am thinking about making it bigger though, for better showdowns. Or maybe I will make arenas of different sizes.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
Post by: lwCoyote on January 08, 2013, 05:05:01 pm
Oooh, update. I'm glad I held off a day before starting my LP.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
Post by: Meph on January 08, 2013, 05:20:49 pm
If you use my way with transformations, your user will drop all equipment.

If you use the transform-animals-way you mentioned, transform the animal first into a fluffball (unkillable) for 5 seconds or so, with END:2000, and have a second transformation with START:2001 to transform it into the real creature. This way you get a delay for your worker to get away, but you cant injure the created beast pre-maturely.

Have you done any tests with the autosyndrome on it ?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
Post by: Deon on January 08, 2013, 10:04:33 pm
It's a nice idea, I will just transform them into "soul portals" and then into creatures, thank you for the idea Meph.

Oooh, update. I'm glad I held off a day before starting my LP.
You may want to wait a day more, I am adding a lot of new content with the next patch.

Quote
Have you done any tests with the autosyndrome on it ?
Not yet, I've asked and got an answer that it's around two weeks until the new dfhack release, so I am not in a hurry :).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
Post by: Deon on January 11, 2013, 02:33:20 pm
Okay, a new release is tonight. Are you okay that I let an adventurer to just "gather plants" and then craft powerful poisons from them? Because it makes hunting much easier, especially when you hunt creatures affected by poison :P. I've coated my spear in 5 different poisons and took down an ettin in three hits (I just stabbed him two times and threw my spear at him, and then went into hiding waiting for him to pass out from different negative effects).

P.S. Of course around a corner I've met an ent who threw my by my tongue so hard that I broke my neck and died from colliding with a ground. But still, many creatures are affected by poison.

Meanwhile brb, making megabeasts poison immune and adding special anti-megabeast poisons.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
Post by: Logrin on January 11, 2013, 04:35:22 pm
Are these poisons drinkable? Because that would be tremendous...
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
Post by: Deon on January 11, 2013, 04:43:08 pm
Eh, I can make em. Right now they must enter blood.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
Post by: Logrin on January 11, 2013, 04:54:24 pm
I ask because (for whatever strange reason) the idea of an adventurer's contingency plan; I.E. drinking deadly poison when doomed/crippled/bored has its its appeal.

Again, great work with this and your Post-Apocalypse mod Deon. It seems like every time I check back here you've added something new and exciting.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
Post by: Deon on January 11, 2013, 04:58:00 pm
Not really, this update was planned for a month or two, and I find my time to release it just now :P. But thanks.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
Post by: Vherid on January 11, 2013, 07:41:18 pm
Eh, I can make em. Right now they must enter blood.

That would be a venom and not a poison though, then. Or well maybe not I'm getting the things confused. I eagerly await this release tonight though I've been streaming genesis like mad the past week.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
Post by: Deon on January 11, 2013, 08:55:30 pm
Heh, I need to take a sleep for 4-5 hours and finish some changes to vampires and necromancers. I was distracted by a DOTA2 match, sorry! I will hurry knowing that people await the release.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
Post by: lwCoyote on January 12, 2013, 02:05:18 am
Quote
Oooh, update. I'm glad I held off a day before starting my LP.
You may want to wait a day more, I am adding a lot of new content with the next patch.

Firp! Is there some way I can convert my newly created world to the next version without breaking things too much? :D
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Deon on January 12, 2013, 11:39:53 am
5.13
Buildings:
- New coating vat building, use it to coat your weapons/ammo in poisons (wax worker skill). Alchemical still is useless until the next update (should be save compatible).
Materials:
- Iron-bearing ores now do not yield iron 100% of the time, only siderite is 100% iron and limonite is 90%, other ores yield less.
- New metal: titanite. Steel-grade, but lighter and sharper than steel and occurs naturally.
- New mineral: anatase. A 80% ore of titanite.
- Ilmenite yields 50% iron and 30% titanite.
- Meteoric iron is gone. Meteorite ore yields 100% titanite.
- Rutile is more frequent and can be used for glazing.
- Rutile yields 25% titanite.
Entities:
- A proper fix has been applied, other races can use leather properly too.
Plants:
- Underground plants are reworked, there are more edible plants now and there're dyes for every color.
- New poisons: fly-agaric and bloodboil poisons.
Adventure mode:
- Added custom adventure mode classes: barbarian, magician, necromancer and vagabond with starting abilities.
- Added ability to sew waterskins from leather.
- Added ability to create bitterroot, bloodboil, fly-agaric and shadowleaf poisons. Requires an empty waterskin.
- You can coat your weapons in poison. You can use multiple poisons for better effect.
Creatures:
- New cavern creature: crystal lizard. It's domestic and it can be butchered for crystal glass gems.
- Added missing graphics for chaos witch and iron titan.
- Fixed subterranean creature graphics.
- Added crawling stumps to wetland, they are weaker versions of treants.
- Added saprolings to forests and thallids to swamps, they are half-sentient plant-shroom hybrids.



I haven't added new alchemy and arena reactions, but I've added placeholders for them, so the fortress started in 5.13 should be save compatible with the upcoming 5.14.

Here's the info on new plants values for the 1st and 2nd caverns:

Code: [Select]
Bitterroot: cooked brown dye bitterroot poison
Cave wheat: - cave beer cave flour
Dimple cup: raw+cooked - mblue dye
Fly-agaric: - - red dye fly-agaric poison
Gnome moss: - gnomebrew green dye
Plump helmet: raw+cooked plump helmet wine purple dye
Shadowleaf: - - black dye shadowleaf poison oil/soap
Silkweed: - mountain ale white dye thread
Sweet pod: raw+cooked warden rum sparkling sugar

=====

Blood boil: cooked blood wine - bloodboil poison
Glowberry: raw+cooked - golden dye
Glowstring: - - aqua dye thread
Mossberry : raw+cooked mossberry wine emerald dye
Purple stalk: cooked warden liquor royal dye
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Alkhemia on January 12, 2013, 05:18:04 pm
been playing dark soul's? Also sexy time to play some DF.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: sackhead on January 13, 2013, 02:58:39 am
nice update, i like the new graphics.
1 bug i noticed on the embark screen baby crystal lizards asr called "monitor lizard hatchings"
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Deon on January 13, 2013, 03:51:33 am
been playing dark soul's? Also sexy time to play some DF.
Yep! Expect to see more swamp annoying monsters next update :P.

Thanks, easy to fix. I obviously used monitors as a base and forgot to rename that :p. I will fix that ASAP.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Meph on January 13, 2013, 05:17:02 am
Dark Souls... I do have it here, but its the worst console-to-pc port that I have ever seen. I would love that game, but its unplayable with mouse/keyboard. Espcially since you cant really change anything on it, and all the ingame tutorials are for a controler, "Press A", and then its acually "x" on the keyboard... argh.

So, done with derailing, back to Genesis. ... well, now that I think of it: Saprolings and Thallids ? Sounds like good old MtG to me ;) Fallen Empires...
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Deon on January 13, 2013, 08:12:23 am
It is fully playable, get DSfix and MouseFix, and voila! Runs better than most platformers.
And there are mods which change the button pictures too.

darksouls.nexusmods.com
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Deon on January 13, 2013, 09:09:19 am
Okay, next version adv. mode won't be so easy, you will have to butcher spiders, scorpions and the like to get animal poison.

It means more ways to get poison for fortress mode too, though, which is good.

I also plan to add more poisonous enemies, which is both good and bad, it depends.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Putnam on January 13, 2013, 08:45:18 pm
Only four classes? Pfah :P
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Deon on January 13, 2013, 09:15:43 pm
Good enough. I will make you to learn everything soon.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: jakeread1 on January 14, 2013, 01:02:06 am
For some reason I cant move when I'm in smoke in adventure mode and neither can the NPCs. Any idea why that is?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Deon on January 14, 2013, 06:00:04 am
For some reason I cant move when I'm in smoke in adventure mode and neither can the NPCs. Any idea why that is?
It means you are on fire, you have to skip turns while your character freaks out, it's a common df behavior.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: GloriousImp on January 14, 2013, 06:01:32 pm
Where's the 5.13 Phoebus download?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: lwCoyote on January 14, 2013, 06:32:50 pm
Mr Deon Sir!

Having never tried updating any version of DF from one version to another, what would be the way to tackle updating from genesis 5.12 to 5.13?

Also, can I post the link to my Genesis Reborn LP here? I'm not as good as Revocane, but still not bad =) ish!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Deon on January 14, 2013, 08:16:30 pm
Please do, I love watching let's plays. Also don't update your save, there's new stuff which is not save-compatible. If you really want to, replace /raw/ folder in your /data/save/region*/ folder with the /raw/ from the folder root of the game. But make a backup of the save first.

Where's the 5.13 Phoebus download?
I haven't made Phoebus version yet.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: lwCoyote on January 14, 2013, 08:25:01 pm
Please do, I love watching let's plays. Also don't update your save, there's new stuff which is not save-compatible. If you really want to, replace /raw/ folder in your /data/save/region*/ folder with the /raw/ from the folder root of the game. But make a backup of the save first.

Alright, I'll continue with 5.12 and do a later-version sometime in the future.

Thanks for the encouragement and linking-permission!

Archives: Duskearth - a Dwarf Fortress LP (http://www.youtube.com/playlist?list=PLs9x8Ed6SR1PYlZ0r4SlblxGD0seFkaOi&feature=view_all) is currently up to two episodes, as I just started posting it this past friday. I aim to upload new episodes  M-W-F.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Deon on January 14, 2013, 09:27:28 pm
Yeah, wait for later version and play the one you have, and I will probably wait a while to put up a more complete release for 5.14 with more stuff like reworked vampires, necromancers and evil/good areas, animal venoms plus alchemy, a lot of cool stuff is coming, it's just this single exam which weights me down, and some online matches I have to participate in because I am in a clan :D.

Time to watch your LP!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Deon on January 14, 2013, 09:36:17 pm
Please do, I love watching let's plays. Also don't update your save, there's new stuff which is not save-compatible. If you really want to, replace /raw/ folder in your /data/save/region*/ folder with the /raw/ from the folder root of the game. But make a backup of the save first.

Alright, I'll continue with 5.12 and do a later-version sometime in the future.

Thanks for the encouragement and linking-permission!

Archives: Duskearth - a Dwarf Fortress LP (http://www.youtube.com/playlist?list=PLs9x8Ed6SR1PYlZ0r4SlblxGD0seFkaOi&feature=view_all) is currently up to two episodes, as I just started posting it this past friday. I aim to upload new episodes  M-W-F.
Oh, and also grab the /raw/graphics/ folder and put it in your /data/save/region*/raw/ folder, it should apply the graphics fix.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: lwCoyote on January 14, 2013, 10:48:49 pm
Will do ^_^
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Putnam on January 14, 2013, 10:53:02 pm
For some reason I cant move when I'm in smoke in adventure mode and neither can the NPCs. Any idea why that is?
It means you are on fire, you have to skip turns while your character freaks out, it's a common df behavior.

You can alt+move while on fire.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: GloriousImp on January 15, 2013, 02:34:01 pm
It is a shame that you haven't gotten the Phoebus version done yet, still, I decided to try out the other tileset one. It looks fairly good after all.

Is there a way to close the DF hack window though? It's kind of annoying and I don't need it.
By the way the ls|dir command doesn't work for me, so I can't know if there's some simple hide command.

ADDENDUM---
As a necromancer (starter class/race) everything (as far as I can tell) that I resurrect immediately attacks me.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: sackhead on January 15, 2013, 04:09:18 pm
It is a shame that you haven't gotten the Phoebus version done yet, still, I decided to try out the other tileset one. It looks fairly good after all.

Is there a way to close the DF hack window though? It's kind of annoying and I don't need it.
By the way the ls|dir command doesn't work for me, so I can't know if there's some simple hide command.

ADDENDUM---
As a necromancer (starter class/race) everything (as far as I can tell) that I resurrect immediately attacks me.
a lot of things wont work without dfhack like the steam engines companion commands and poisoning weapons just minimize it and the command is just ls not ls/dir
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: GloriousImp on January 15, 2013, 04:13:47 pm
I can imagine it needs it, I would just like to hide the window since I don't need to input commands in it, not necessarily turn it off.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Rumrusher on January 15, 2013, 04:18:19 pm
I can imagine it needs it, I would just like to hide the window since I don't need to input commands in it, not necessarily turn it off.
you could just minimize it. also Deon modded necromancer is still living. the only way I could think to help fix this is to write a script in dfhack to include the undead flag onto any unit with the necromancer caste.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: GloriousImp on January 15, 2013, 04:25:15 pm
Yeah but the point is that I switch out of the game a lot, and then usually go back to it by clicking the Dwarf Head on the application bar, since DFhack is bunched up with Dwarf Fortress, switching becomes slower.
Wouldn't be much of a problem if they were separated since when I play DF I only have Firefox running (if that).
And I do need the icons stacked because of other things I do.

Quote
Deon modded necromancer is still living
Not once my undead lion got its paws on me :\.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Deon on January 15, 2013, 06:10:58 pm
That's a problem with non-hardcoded necro resurrection, your enemies when resurrected still treat you as enemies. Even if you are not_living.

Sorry, I don't know how to fully disable dfhack window yet :).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Alkhemia on January 16, 2013, 07:19:25 am
Hmm some of Artorias of the Abyss stuff would be cool can't wait to see where you go with the dark soul's stuff. :D
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Nedinu on January 16, 2013, 03:40:54 pm
Been having trouble downloading the ASCII version. It always times out at around 2.4mb to 2.6mb. Tried about seven times (four last night and three this morning) and tried the IronHand version once, with the same result.

Editted to add: Hmm, seems to be doing to the same thing with another mod. Must be something wrong with my internet, not the download.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.14] - birds, animal venoms, adventure mode sounds.
Post by: Deon on January 17, 2013, 12:06:32 am
5.14
Creatures:
- Megabeast graphics are fixed once and for all.
- Added a selection of birds: albatross, buzzard, eagle, owl, penguin, seagull, vulture.
- Added a new megabeast: chimaera. A huge quadruped scaled beast with two small rudimentary arms on its chest. Its bite turns victims into scarabs (if they survive).
- Added a new creature: rat. A big rodent found in caves.
- Added a new wetland dweller: bog frog. They are many and usually harmless, and you can butcher them to get glands of sleeping venom or domesticate for eggs.
- Added a bunch of sounds to a big number of creatures for adventure mode.
- All megabeasts have sounds. You will notice them from far away now.
Poisons/venoms:
- In fortress mode you cannot coat with poison/venom just any weapon anymore. Now only arrows, bolts and spears can be coated. No more poisoned clubs and it makes spears more useful.
- Added a lot of different animal venoms. Animal venom glands can be gathered from butchering of multiple different creatures, even if they are not poisonous per se.
- Venom glands are considered "plants" and are stored as such; use plant processing job to get venoms as extracts from them.
- Agony venom glands come from: spore colonies, thallids, salamanders, green slimes.
- Fever venom glands come from: rats, sand rats.
- Hex venom glands come from: zauri, kodo beasts, pekyts.
- Madness venom glands come from: gully shriekers, red slimes.
- Paralysis venom glands come from: black spiders, monstrous spiders, scorpids, scorpions, deep spiders.
- Sepsis venom glands come from: monitors.
- Sleeping venom glands come from: saprolings, blue slimes, bog frogs.
- Weakening venom glands come from: scarabs, deep spiders
Adventure mode:
- Adventurers can no longer pull poisons "out of thin air". You have to find creatures with glands, butcher them and press glands into waterskins to get venoms.
- As a bonus, you can still poison any weapon, but don't waste your hard-earned venoms on blunt weapons.
- Adventurers can now craft leather pants.



Adventurers now need to work for their poisons, but it's quite easily achievable (especially with new animal sounds). Regarding animal sounds, you now hear birds screaming very often, and you can often learn which types of creatures are nearby by their sounds from afar. Not 100% are done, but most of the animals you encounter have sounds.

Also you can sew leather pants. I don't know why didn't I make such crafting recipe before...
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.14] - birds, animal venoms, adventure mode sounds.
Post by: Deon on January 17, 2013, 12:07:02 am
By the way, the alchemy and arena tweaking are coming to an end, so now that I'm mostly done with animal venoms I should work on them.

P.S. And please, if you play my mod and experience any problems like graphical glitches or something you do not agree with (like design choices) please post in this thread and report it. It's not very easy to track everything down myself when I have all this job and university stuff going on :).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.14] - birds, animal venoms, adventure mode sounds.
Post by: Raul on January 17, 2013, 09:07:34 am
- In fortress mode you cannot coat with poison/venom just any weapon anymore. Now only arrows, bolts and spears can be coated.

Not even bladed weapons? I mean, I can understand poisoned clubs not making too much sense, but a poisoned blade does make sense.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.13] - adventure mode classes
Post by: Rumrusher on January 17, 2013, 01:30:44 pm
Hmm I really think the companion-order menu should have some use in Fort mode.
Like you assign a hero(adventurer) and local companions to points to the map.
edit: godmok, another update... dang this is going to be hard to jump into.
So deon how much of Dfhack is entwine with this release? is it possible for me to Gut Dfhack out for my version with out breaking too many parts?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.14] - birds, animal venoms, adventure mode sounds.
Post by: Deon on January 17, 2013, 01:42:35 pm
- In fortress mode you cannot coat with poison/venom just any weapon anymore. Now only arrows, bolts and spears can be coated.

Not even bladed weapons? I mean, I can understand poisoned clubs not making too much sense, but a poisoned blade does make sense.
It does, but do you want 1000 reactions for each bladed weapon type, really? :) Also you actually need a special shape for a blade to keep the poison, poisoned darts, daggers and the like were especially crafted for that task. I just decided to keep spears for this, because they seem like a type of a weapon which fits the most (well, daggers too) and I wanted to make them a bit on par with swords, axes and the like (and I need to make mauls better with some tweaking too, but it's a different story).

So deon how much of Dfhack is entwine with this release? is it possible for me to Gut Dfhack out for my version with out breaking too many parts?
You will only lose the weapon coating component and all the amazing little interface things.

Not much feedback lately, heh. Does it mean that I update too slowly and people lose interest? :D
Or maybe I should really hurry with a manual to make it more accessible.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.14] - birds, animal venoms, adventure mode sounds.
Post by: burchalka on January 17, 2013, 01:52:07 pm
I'd guess the latter. Hehe.
And the let's plays are really helpful to lure new players into your mod.
I started a single pick challenge in terrifying glacier biome after seeing another forumite's let's play. It got pretty safe once hit t(and walled off) the caverns. But took 5 attempts at breaking the aquifer with a cavein. :)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.14] - birds, animal venoms, adventure mode sounds.
Post by: Raul on January 17, 2013, 04:38:56 pm
It does, but do you want 1000 reactions for each bladed weapon type, really? :) Also you actually need a special shape for a blade to keep the poison, poisoned darts, daggers and the like were especially crafted for that task.
Ah yes, good points there :)

Or maybe I should really hurry with a manual to make it more accessible.
This, probably.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.14] - birds, animal venoms, adventure mode sounds.
Post by: Vherid on January 17, 2013, 05:58:32 pm
- In fortress mode you cannot coat with poison/venom just any weapon anymore. Now only arrows, bolts and spears can be coated.

Not even bladed weapons? I mean, I can understand poisoned clubs not making too much sense, but a poisoned blade does make sense.
It does, but do you want 1000 reactions for each bladed weapon type, really? :) Also you actually need a special shape for a blade to keep the poison, poisoned darts, daggers and the like were especially crafted for that task. I just decided to keep spears for this, because they seem like a type of a weapon which fits the most (well, daggers too) and I wanted to make them a bit on par with swords, axes and the like (and I need to make mauls better with some tweaking too, but it's a different story).

So deon how much of Dfhack is entwine with this release? is it possible for me to Gut Dfhack out for my version with out breaking too many parts?
You will only lose the weapon coating component and all the amazing little interface things.

Not much feedback lately, heh. Does it mean that I update too slowly and people lose interest? :D
Or maybe I should really hurry with a manual to make it more accessible.

I replaced the DFHack completely overwritten with the latest version in-case you don't have that included and it seems to work perfectly fine. I think poison daggers would make sense you should probably keep it on those.

The problem I have is that while coal is a lot more easier ot find with your mod, there's still plenty of embarks that don't have anything of the sort and then you can't make steel.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.14] - birds, animal venoms, adventure mode sounds.
Post by: Rumrusher on January 17, 2013, 06:48:50 pm
oh does companion-order still has that error where you can't select the 27th or in this case 10th thing on the list?
I ask due to people would complain over not being able to arm their undead legions after they reanimate them.
though modded in Necromancers already have issues from necromancy.
oh and I broke Companion order from just reanimating this keep
(http://www.truimagz.com/host/fortcrush2/folder15/MUMMY-CENTRAL.png)
with over 107 companions.
Also reanimated companions will become hostile to an adventure mode selected Necromancer, so it must be 'the oppose of living' tag that gets added to the undead which makes them hate the necromancers.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.14] - birds, animal venoms, adventure mode sounds.
Post by: Deon on January 17, 2013, 07:25:33 pm
- In fortress mode you cannot coat with poison/venom just any weapon anymore. Now only arrows, bolts and spears can be coated.

Not even bladed weapons? I mean, I can understand poisoned clubs not making too much sense, but a poisoned blade does make sense.
It does, but do you want 1000 reactions for each bladed weapon type, really? :) Also you actually need a special shape for a blade to keep the poison, poisoned darts, daggers and the like were especially crafted for that task. I just decided to keep spears for this, because they seem like a type of a weapon which fits the most (well, daggers too) and I wanted to make them a bit on par with swords, axes and the like (and I need to make mauls better with some tweaking too, but it's a different story).

So deon how much of Dfhack is entwine with this release? is it possible for me to Gut Dfhack out for my version with out breaking too many parts?
You will only lose the weapon coating component and all the amazing little interface things.

Not much feedback lately, heh. Does it mean that I update too slowly and people lose interest? :D
Or maybe I should really hurry with a manual to make it more accessible.

I replaced the DFHack completely overwritten with the latest version in-case you don't have that included and it seems to work perfectly fine. I think poison daggers would make sense you should probably keep it on those.

The problem I have is that while coal is a lot more easier ot find with your mod, there's still plenty of embarks that don't have anything of the sort and then you can't make steel.
DFHack is already R2 in the mod.

Rumrusher, hostile necros are not living, it's another thing, an issue with loyalties or something which comes from adventure mode groups.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.14] - birds, animal venoms, adventure mode sounds.
Post by: lwCoyote on January 17, 2013, 10:08:42 pm
Im only a couple of hours into playing Genesis Reborn so far, and my only suggestion as yet would be to move Dyes, Venoms, Essences, and maybe Lye out of Food if possible. I'll certianly most more if more comes up =)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.14] - birds, animal venoms, adventure mode sounds.
Post by: Deon on January 17, 2013, 10:22:44 pm
Dyes are not in food! I will see what I can come up with for venom glands, but how is it a problem if I keep them in food? It's only a minor issue with stockpiles where it's not really logical to look for venoms there, but once you know they are there, how is it bad? :D

I kept venom glands as plants because it makes it possible to have the same system both for poisonous plants and creature venoms, so you don't have twice as much reactions, and also having them as plants negates the need of creation of placeholder materials for venom glands.

A quick release-fix with the first stage of alchemy is imminent.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.15] - alchemy, fixes
Post by: Deon on January 17, 2013, 10:24:45 pm
5.15
Buildings:
- Added "hungry festive chest" building. Feed it vermin remains for a small chance of a prize.
Alchemy
- Added different alchemical food items you can make out of animal venom glands and shrooms. They are stored with plants and your dwarves will eat them.
- Titanite ores are no longer "ores" by default; a reaction to smelt titanite is only avaliable to dwarves to stop bandits, humans, goblins and the like from getting titanite gear.
- Sphene is now a titanite ore too.
Misc
- WHY DID NOONE REPORT THIS? Power core and flamethrower attachment reactions are no longer free.
- Added a few new toys (medallions, flowers) and food items (quite a lot).
- Husks from dark religious reactions are toned down a lot, they won't slay half of your military now.


Regarding the new alchemical food items:
15 of Feline Grace Mix (boosts agility): 5 shrooms, agony venom gland.
15 of Focusing Concoction (boosts skills): 5 shrooms, hex venom gland.
15 of Ox Strength Compound (boosts strength and toughness): 5 shrooms, weakening venom gland.
15 of Speed Fudge (boosts speed): 5 shrooms, sleeping venom gland.
15 of Wondrous Medicine (boosts recuperation, removes pain): 5 shrooms, fever venom gland.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.15] - alchemy, fixes
Post by: Rumrusher on January 17, 2013, 10:49:37 pm
(http://www.truimagz.com/host/fortcrush2/folder15/SUCKBUS.png)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.15] - alchemy, fixes
Post by: Deon on January 18, 2013, 12:03:10 am
I could make a more complex interaction to call males incubi, but didn't bother with it yet.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.15] - alchemy, fixes
Post by: Rumrusher on January 18, 2013, 07:55:15 am
I could make a more complex interaction to call males incubi, but didn't bother with it yet.
eh better just picture them wearing a fake mustache.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.15] - alchemy, fixes
Post by: cAPSLOCK on January 19, 2013, 02:13:01 pm
So it seems that getting titanite might just be a bit to easy. In the game I'm playing right now I just mined straight down to the rutile and got a bunch of rutile boulders, smelted them into titanite, and forged them into several good quality sets of armor within the spring of the second year.

It takes a lot less effort that getting steel does, as there is no additional refining process for it, and the only downsides are that they occur deeper in the earth and you have to smelt more rutile. Maybe its just cause I have mineral scarcity at 100 and rutile is really freaking common. XD
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.15] - alchemy, fixes
Post by: Deon on January 19, 2013, 03:14:25 pm
Yeah, it's in smelter for now, but it will be in the Deep Forge soon, I forgot to mention that, so you will have to have magma to smelt it.
It was just a quick fix to stop everyone from getting titanite, so enjoy it while you can.

P.S. And apparently it's called "make coke from anthracite" because I copypasted some reaction to make this one quickly and forgot to change the reaction name... It will be fixed in a moment.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.16] - treasure hunters
Post by: Deon on January 19, 2013, 04:20:05 pm
5.16
Materials
- Titanite is smelt in Deep Furnace, not smelter. The reaction name is fixed, and there's no more 10 bars from 1 rock.
- There's a chance to get a titanite bar at 50%, 30% and 10%, so in a very rare case you can get 3, but usually none.
Tools
- All other races which did not get tools for some reason now have them.
- There's a new tool "toolset" which can be found on people in hamlets (the same probability as carving knife).
Adventure mode
- All races but undead now get a high "excitement seeking" personality value; adventurers can hire almost anyone now.
- Adventure mode advanced reactions now require a toolset (reactions like metalworking or breaking down of armors/weapons into bars).
- You can now craft rocktip bolts and arrows as adventurer, you need rocks and bones for that.
- You can craft a leather slingshot as adventurer. You can knap stone bullets for it from any rocks laying around.
- All crossbow professions for all races are renamed to "marksman" for a reason.
- You can craft a leather hat as adventurer. Everyone knows you need your own fedora.
- New adventure class "treasure hunter". No special abilities, but 5x skill learning rate and faster stat gain. And an affinity to whips and hats.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.16] - treasure hunters
Post by: Rumrusher on January 20, 2013, 01:16:13 am
(http://www.truimagz.com/host/fortcrush2/folder15/companion-order-error.png)
before I forget this what happen when I ended up with an army over 26 units dfhack ends up unable to select the other units thus unable to control them in companion order, any higher then you end up losing the commands on the right and dfhack will spew out an error about char limit reached.
now I got this army from the starting necromancer.
Which means the larger the army the harder it is to kill/reanimate and arm them. (though getting the fake-necromancer to keep the cursed undead from biting him was a challenge and I just settle with turning him into a ghostly necromancer for testing purposes.)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.16] - treasure hunters
Post by: Deon on January 20, 2013, 01:26:23 am
I am pretty sure DF allows only 19 companions normally.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.16] - treasure hunters
Post by: Xantalos on January 20, 2013, 01:28:20 am
I am pretty sure DF allows only 19 companions normally.
Yep.

Also, that treasure hunter addition is great!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.16] - treasure hunters
Post by: Deon on January 20, 2013, 04:26:45 am
I've started to work on a manual, so expect to be less confused soon ;).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.16] - treasure hunters
Post by: Xantalos on January 20, 2013, 03:10:28 pm
I've started to work on a manual, so expect to be less confused soon ;).
This is good news.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.16] - treasure hunters
Post by: Raul on January 20, 2013, 03:13:54 pm
I've started to work on a manual, so expect to be less confused soon ;).
This is good news.
VERY good news! :D
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.16] - treasure hunters
Post by: burchalka on January 20, 2013, 04:05:19 pm
First attempt at terrifying tundra near a tower with lots of unfriendly civs around.
Failed miserably in less than 5 minutes to Undead Direwolf (which was killed) with a couple of undead Moose.
"Your settlement crumbled to its end"

That's a challenge!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.16] - treasure hunters
Post by: Deon on January 20, 2013, 04:10:29 pm
You've been playing with default worldgen settings, right? My custom curses reanimate humanoids only.

However EVERY glacier reanimates humanoids, so hue hue hue.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.17] - save compatible + manual
Post by: Deon on January 20, 2013, 05:44:34 pm

5.17
A save-compatible fix.
- A first version of the manual is included.
- Mead cakes can be baked from any type of honey.
- Festive hungry chest is no longer called a "display case".
- Library now requires 1 building material and 3 cabinets.
- Civilized creatures are no longer weak to bloodsteel (it was breaking every quest description).
- Bloodsteel is now like steel, but it's much much sharper.
- Bloodsteel smelting reaction now has and additional 50% chance to give an additional bar.
- Mithril making has much better output now and no longer requires bauxite.
- Moonsilver making no longer requires obsidian.
- Voidsteel making takes 2 iron bars instead of one but still 1 obsidian boulder and creates 2 voidsteel bars now.



There's a first version of the manual included (.doc format).
A manual is a work in progress and only contains info on civilizations, castes, underground plants and workshops, but I will fill it in as fast as I can.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.17] - save compatible + manual
Post by: Deon on January 20, 2013, 05:58:56 pm
Screw dat, I removed the manual from the archive and it's now a separate download in the first post, this way I can update it without updating the whole thing.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.17] - save compatible + manual
Post by: Deon on January 20, 2013, 06:51:34 pm
There's a really quick fix which was needed and I forgot to include, applies to graphical version only and most likely only important to those who play adventure mode.

5.17b
- A really small graphical fix for dalesmen and nords' noble tiles. Changes black square of a general, a captain and a sheriff to a proper graphic, and fixes some other tiles for noble positions which you almost never see.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on January 20, 2013, 10:17:37 pm
5.18
Adventure mode:
- Goblin language no longer has weird symbols which broke graphical version names.
- A major currency overhaul. Different civilizations use different materials for currency, for example goblins make obsidian, iron and steel coins.
- Friendly civilized races with towns have a following currency scheme: nickel coins cost 1, copper 10, silver 50, gold 100 and platinum 500. They are also labeled by year.
- Now if you find a gold or a platinum coin, get it! You can buy a lot with them.
- Goblins now build cities so you can raid those or meet their leaders. They are hostile to most people though, sometimes even to each other.
- Fallen now inhabit cities too, so you can go work as a mercenary or slaughter them in adventure mode.
- Added bonecarving to adventure mode: you can now make bone skullcaps, breastplates, crutches, daggers, spears, bows and carve bone figurines.
- Added decoration to adventure mode: you can now cut gems and decorate items with gems and bone.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: BloodyM on January 21, 2013, 01:01:02 pm
Whenever an Anubite priest flings a fireball in adventure mode, it renders my adventurer unable to move by either numbers or arrow keys. I still have my speed rating. Throwing things, saving and quitting, reading announcements and all, I can do just fine. My companions can move and attack. Everything, in short, works as normal except for actually moving.
I haven't had anything else shoot fireballs at me yet, but I suspect that's where the problem lies, rather than with the creatures themselves.
Edit: As soon as the priest was killed, the problem went away.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Bloax on January 21, 2013, 05:12:51 pm
So after finding out that the IRC channel for this is dead, things happened:
Code: [Select]
/join #Genesis (Because why wouldn't you try.)
[16:49:08] <Bloax>: What's this channel about?
[16:49:52] <@Gradius>: =+- It's a scifi/fantasy erotic RP taking place aboard a giant space colony with an underground maze loaded with monsters taking up the majority of the core.
[16:50:07] <@Gradius>: =+- I defy you to diagram that sentence, but that's what it is.
[16:50:20] <Bloax>: oh
[16:50:26] <Bloax>: Looks like I wandered off a bit.
[16:50:43] <@Gradius>: =+- What do you mean?
[16:50:47] <Bloax>: http://www.bay12forums.com/smf/index.php?topic=109846.0
[16:50:49] <Bloax>: *Cough*
[16:51:13] <@Gradius>: =+- Oh dear.  How awkward.
[16:51:16] <@Hal_Emmerich>: ... YEP. Just slightly

You have mail though:
Code: [Select]
[20:11:58] <Zswords>: Hey Bloax, tell Deon I said hi! :D
[20:13:53] <Zswords>: Though I don't think Deon remembers me anymore. :(
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.16] - treasure hunters
Post by: burchalka on January 21, 2013, 05:57:05 pm
You've been playing with default worldgen settings, right? My custom curses reanimate humanoids only.

However EVERY glacier reanimates humanoids, so hue hue hue.
Tried with advanced worldgen settings - went down in 5 minutes again - this time to 3 Void Dwellers that wandered the map. Oh dear.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Maximiliator on January 21, 2013, 10:42:40 pm
Where can i place titanite armor. Is it better than Iron/bronze?

What parts are covered by "iron plate armor" ? Is it better than "dwarfen plate" ?

Thank you !
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on January 21, 2013, 11:21:16 pm
You can place titanite armor on your upperbody. Titanite is better than steel. Dwarven plate and plate armor protect torso and arms, dwarven plate provides the best coverage. Full helms are best helms.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Maximiliator on January 21, 2013, 11:26:02 pm
1. i also found voidsteel and moon silver?

2. red steel = bloodsteel?

3. copper dwarfen plate > iron plate armor? I mean whats more important, type or material?

i found this wiki:

http://df-genesis.wikidot.com/metals

The metals i mentioned are not in there (except moon silver, which apparently is pretty good).

Sorry for all the questions :P
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on January 22, 2013, 12:14:32 am
1. i also found voidsteel and moon silver?

2. red steel = bloodsteel?

3. copper dwarfen plate > iron plate armor? I mean whats more important, type or material?

i found this wiki:

http://df-genesis.wikidot.com/metals

The metals i mentioned are not in there (except moon silver, which apparently is pretty good).

Sorry for all the questions :P
Hah, that's a wiki for an old genesis, don't turst that one.

1) Voidsteel is a better steel which harms void creatures (found in evil regions) and void dwellers. Moon silver is good vs undead.

2) Bloodsteel is a special steel you get via deep furnace, it's sharper than steel.

3) I'd say iron plate armor is better, because there's more of a chance to hit critical spots when you are in plate armor vs dwarven plate, but overall protection of iron is better.

Whenever an Anubite priest flings a fireball in adventure mode, it renders my adventurer unable to move by either numbers or arrow keys. I still have my speed rating. Throwing things, saving and quitting, reading announcements and all, I can do just fine. My companions can move and attack. Everything, in short, works as normal except for actually moving.
I haven't had anything else shoot fireballs at me yet, but I suspect that's where the problem lies, rather than with the creatures themselves.
Edit: As soon as the priest was killed, the problem went away.
That's because of the smoke, you cannot normally move in it (but you can hold alt and press movement directions to alt-move, the same way you move in/out of water).

So after finding out that the IRC channel for this is dead, things happened:
Code: [Select]
/join #Genesis (Because why wouldn't you try.)
[16:49:08] <Bloax>: What's this channel about?
[16:49:52] <@Gradius>: =+- It's a scifi/fantasy erotic RP taking place aboard a giant space colony with an underground maze loaded with monsters taking up the majority of the core.
[16:50:07] <@Gradius>: =+- I defy you to diagram that sentence, but that's what it is.
[16:50:20] <Bloax>: oh
[16:50:26] <Bloax>: Looks like I wandered off a bit.
[16:50:43] <@Gradius>: =+- What do you mean?
[16:50:47] <Bloax>: http://www.bay12forums.com/smf/index.php?topic=109846.0
[16:50:49] <Bloax>: *Cough*
[16:51:13] <@Gradius>: =+- Oh dear.  How awkward.
[16:51:16] <@Hal_Emmerich>: ... YEP. Just slightly

You have mail though:
Code: [Select]
[20:11:58] <Zswords>: Hey Bloax, tell Deon I said hi! :D
[20:13:53] <Zswords>: Though I don't think Deon remembers me anymore. :(
Heh, that was awkward. I visit Genesis Reborn IRC channel when I sit at PC, and I remember Zswords (although I think he was Zsword, but I may be mistaken). He's also often a dwarf in Let's plays I watch.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on January 22, 2013, 09:52:22 am
I watched lwCoyote's let's play and noticed a few typos and minor things I want to fix, so expect a release soon.

I wish there were more let's plays or community fortresses (if any) of my mod, it would make it much easier for me to update it properly (and it would motivate me more :D).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Vherid on January 22, 2013, 05:18:10 pm
I watched lwCoyote's let's play and noticed a few typos and minor things I want to fix, so expect a release soon.

I wish there were more let's plays or community fortresses (if any) of my mod, it would make it much easier for me to update it properly (and it would motivate me more :D).

I currently have been streaming it a lot, Certainly a lot of questions from myself have been arisen in them while trying to figure things out haha.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Godlysockpuppet on January 22, 2013, 05:53:03 pm
I'll play a community fort if somebody sets one up ;D
(Also are you feeling a lack of motivation? Don't! A lot of people enjoy this mod and its a source of inspiration for many other mods on the forum too!)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: jcannon98188 on January 22, 2013, 09:57:41 pm
First off, excellent work Deon!

Second, IIRC the old Genesis had fully working races for everything. I.E. I could drop the civ_controlled or whatever tag in the human race and play as them in Fortress mode. Does that work for Genesis Reborn?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on January 22, 2013, 10:10:10 pm
It's like that, but you won't have many new workshops, so unless you copy permitted buildings and permitted reactions, it's not recommended (but yeah, you can just replace civ's PERMITTED_BUILDING and PERMITTED_REACTION list with the one from dwarves and it will be fine). You will miss dwarven castes though :P.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Maximiliator on January 23, 2013, 01:42:49 am
wow, i really love this mod ! I just read a book about druid-magic. I can have plant armies now, and transform into a direWolf . Is there any more magic one can learn??? If yes, from which books?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: lwCoyote on January 23, 2013, 02:30:36 am
Question if I may, Mr Deon sir!

I notice that the Sawmill cuts a log into 2 wood blocks. Doesn't the carpenters workshop already do this? If so, whats the point of the Sawmill?

Also, can coarse iron be converted into regular iron at a magma smelter? or only at a finishing forge?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on January 23, 2013, 04:02:09 am
Question if I may, Mr Deon sir!

I notice that the Sawmill cuts a log into 2 wood blocks. Doesn't the carpenters workshop already do this? If so, whats the point of the Sawmill?

Also, can coarse iron be converted into regular iron at a magma smelter? or only at a finishing forge?
1) Carpenter's workshop used to make 1 block out of 1 log, I need to rework that with the new blocks output mechanism, thanks for reminding me.

2) Only at finishing forge :). You have to work for your iron!

wow, i really love this mod ! I just read a book about druid-magic. I can have plant armies now, and transform into a direWolf . Is there any more magic one can learn??? If yes, from which books?
Currently there are blight prophets, druids, necromages, pyromancers, stormbringers and wizards as possible learnable secrets. I plan to rework it for the next version by changing existing ones and adding 3 new ones though.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: koter on January 23, 2013, 07:07:31 am
Nevermind. Mod looks good.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: eggthief on January 23, 2013, 10:40:12 am
It's like that, but you won't have many new workshops, so unless you copy permitted buildings and permitted reactions, it's not recommended (but yeah, you can just replace civ's PERMITTED_BUILDING and PERMITTED_REACTION list with the one from dwarves and it will be fine). You will miss dwarven castes though :P.

I actually did that with an older version of genesis on the serpentfolk. With the more recent versions however, I noticed that they don't have their castes anymore and go depressed because they have no legs and feet to put pants and shoes on. I tried copying the creature tokens of this older version over the current ones but it only makes the game crash. I also don't understand why they go depressed over being exposed as in this older version they had no lower body clothing either and the same emotional rating as dwarves.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on January 23, 2013, 07:51:08 pm
It's a new thing with the clothing thoughts, you can fix it with dfhack.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: lukstra on January 24, 2013, 12:39:48 am
Deon,

(I am new to playing the genesis mod)
About a season after receiving a massive wave of migrants, I suddenly got a slew of combat reports of dwarfs killing dwarfs and job cancellations. Going to the unit screen, I saw that some dwarfs who had arrived in the migrant wave had gone berserk! Eventually I lost about half my dwarfs due to a bunch of these raging dwarfs (and a few animals), and decided to save scum to see what caused this. However, I've waited a year so far, but nothing has happened. What in Armok's name happened!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on January 24, 2013, 04:39:41 am
You might have a demoniac or two, those hide among population like vampires, but they are worse. Once per year a demoniac can make a random dwarf crazed. They still kill dwarves in their sleep like vamps so you can spot them. I plan to make them to make animals crazed instead in the next update.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: burchalka on January 24, 2013, 04:56:42 pm
The fort (a second attempt) is still going after 1.5 years. Those stupid migrants still try to come - not knowing 3 Void Dwellers haunting the embark area, and join the slowly growing undead force.

I never knew that livingsurviving in a reanimating biome is so much fun, but the "interrupted by Geshud Oblotter lower right hand" starts getting on my nerves.

Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Vherid on January 24, 2013, 05:45:05 pm
The fort (a second attempt) is still going after 1.5 years. Those stupid migrants still try to come - not knowing 3 Void Dwellers haunting the embark area, and join the slowly growing undead force.

I never knew that livingsurviving in a reanimating biome is so much fun, but the "interrupted by Geshud Oblotter lower right hand" starts getting on my nerves.

Turn it off then.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: lwCoyote on January 24, 2013, 09:40:17 pm
I watched lwCoyote's let's play and noticed a few typos and minor things I want to fix, so expect a release soon.

I wish there were more let's plays or community fortresses (if any) of my mod, it would make it much easier for me to update it properly (and it would motivate me more :D).

I currently have been streaming it a lot, Certainly a lot of questions from myself have been arisen in them while trying to figure things out haha.

Can you link your stream? Id  like to watch sometime
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Vherid on January 25, 2013, 01:19:50 am
I watched lwCoyote's let's play and noticed a few typos and minor things I want to fix, so expect a release soon.

I wish there were more let's plays or community fortresses (if any) of my mod, it would make it much easier for me to update it properly (and it would motivate me more :D).

I currently have been streaming it a lot, Certainly a lot of questions from myself have been arisen in them while trying to figure things out haha.

Can you link your stream? Id  like to watch sometime

http://www.twitch.tv/vherid/new
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: cAPSLOCK on January 25, 2013, 01:26:28 am
So are void dwellers weak to both moonsilver AND voidsteel?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Demonbutter on January 25, 2013, 01:42:32 am
Started using Genesis Reborn as it appeared, without having played the 'old' Genesis, with no manuals and such, meaning I had to figure some stuff out the fun way and I must say it was entertaining as hell (That new crop table you have on the OP would've been nice sooner :P, though). This is truly a great mod Deon, keep it up.

-DB
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: evictedSaint on January 25, 2013, 10:45:31 pm
Hey!  Just recently found your mod, and I love it! 

I was poking around the raws and I was having trouble figuring out how the utility spiders come into being.  They don't breed, and unless I'm mistaken (I'm still somewhat new to your mod, only been playing around with it for a few days) you can't build any more.  The only way you can get more, it seems, is if you import them from the mountain homes.

Am I mistaken?  My fortresses are usually bathed in blood and pus and other foul liquids, and a pet that goes about cleaning things is perfect, if I could mass-produce it.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: jcannon98188 on January 27, 2013, 11:10:36 pm
Possible bug report:

Despite being in plant_aboveground.txt, hops are set to be grown only in SUBTERRANEAN_WATER. Truffles are this way as well.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: lukstra on January 28, 2013, 02:34:27 pm
Another possible bug:
While doing a rite at a sacrificial pit, a dwarf baby was turned into a soulless, yet is still aging and is a member of the fortress.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: jcannon98188 on January 28, 2013, 07:45:54 pm
Another possible bug:
While doing a rite at a sacrificial pit, a dwarf baby was turned into a soulless, yet is still aging and is a member of the fortress.
Actually that sounds like a really cool feature :)

Also, another bug (maybe df bug? not sure.):
When you first start out, while planning your embark, the second dwarf has the "marksman" skill instead of "crossbowman".
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on January 29, 2013, 11:46:39 am
All crossbowmen were renamed to marksmen. This skill is also used for slingshots and will be used for guns.
Possible bug report:

Despite being in plant_aboveground.txt, hops are set to be grown only in SUBTERRANEAN_WATER. Truffles are this way as well.
Just a sorting issue, I still need to rework some abovegroud plants to fit in with the poison system.

Hey!  Just recently found your mod, and I love it! 

I was poking around the raws and I was having trouble figuring out how the utility spiders come into being.  They don't breed, and unless I'm mistaken (I'm still somewhat new to your mod, only been playing around with it for a few days) you can't build any more.  The only way you can get more, it seems, is if you import them from the mountain homes.

Am I mistaken?  My fortresses are usually bathed in blood and pus and other foul liquids, and a pet that goes about cleaning things is perfect, if I could mass-produce it.
Utility spiders are robots and must be ordered as pets. You can buy many from dherim too since they bring all pets avaliable instead of elves.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: jcannon98188 on January 30, 2013, 06:19:35 pm
Bug: Sweet Pods are listed in Manual and in Raw (the summary part) as being edible raw and cooked. However it does not actually have the [EDIBLE_RAW] tag on there.



And thus solves my quandry of why even though I brought 300 sweet pods, by dwarves said I had no food to eat :)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on January 31, 2013, 05:49:14 am
Bug: Sweet Pods are listed in Manual and in Raw (the summary part) as being edible raw and cooked. However it does not actually have the [EDIBLE_RAW] tag on there.



And thus solves my quandry of why even though I brought 300 sweet pods, by dwarves said I had no food to eat :)

My baaad. I forgot to give them the raw edibility after I decided to do it. You can still get a few bags and quickly turn them into candies, you will get almost 1000 candies from those 300 sweet pods.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Freshmaniscoolman on January 31, 2013, 10:27:15 am
Well I have the Ironhand one and in fast travel as soon as I discover a cave Dwarf Fortress crashes, why?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 01, 2013, 09:44:21 am
Never got a crash. Do you have a save?
Title: Sawmill Workflow?
Post by: alannon on February 03, 2013, 06:03:17 pm
For some odd reason, I can't seem to convince the workflow dfhack plugin to enable/disable the sawmill job based on a constraint.  I feel like
workflow count BLOCKS/wood,wood2 30 10

should do it, or some combination of that, but nothing I do seem to let it recognize it, even though other custom reactions seem to work fine, and look very similar in the raws.  I tried changing
[PRODUCT:100:2:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]

to
[PRODUCT:100:2:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:WOOD]

in order to see if being more specific about the output material would help, but that doesn't seem to help.

Has anyone gotten this to work?  Is it a DF issue?  An issue with the workflow plugin?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: There Is No Vic on February 04, 2013, 02:12:12 pm
- I have a Deep Furnace over magma. All of the jobs are red. However, "smelt titanite" from the Job Manager puts jobs into the Deep Furnace.

- Sometimes, I will see Granite in the food stockpiles. It has a weight of 1, and does not show up in the Stocks screen in food or stone.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 04, 2013, 03:10:21 pm
I can say for sure that the first issue is vanilla problem with custom workshops. Sometimes jobs appear as red because the workshop cannot find reagents, but manager screen takes care of that.

Not sure about the second problem, have you got a save? Are you sure it's not just a boulder which was hauled and dropped or remains from mining?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Freshmaniscoolman on February 05, 2013, 09:29:20 am
This is the 10th time my DF crashes..
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 05, 2013, 10:55:42 am
Provide a save please so I could solve it, I never got a single crash.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: There Is No Vic on February 05, 2013, 11:45:33 am
I can say for sure that the first issue is vanilla problem with custom workshops. Sometimes jobs appear as red because the workshop cannot find reagents, but manager screen takes care of that.

Not sure about the second problem, have you got a save? Are you sure it's not just a boulder which was hauled and dropped or remains from mining?


Not a boulder graphic. Looks like sand tile graphic.

http://dffd.wimbli.com/file.php?id=7374
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Vherid on February 05, 2013, 01:54:10 pm
Actually one thing that came up as a little annoying was when I had a husk for example come out of religion, things like utility spiders and centurions would all be "afraid" of it, and unable to really effectively attack it, despite being a feelingless thing.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 05, 2013, 02:52:32 pm
I can say for sure that the first issue is vanilla problem with custom workshops. Sometimes jobs appear as red because the workshop cannot find reagents, but manager screen takes care of that.

Not sure about the second problem, have you got a save? Are you sure it's not just a boulder which was hauled and dropped or remains from mining?


Not a boulder graphic. Looks like sand tile graphic.

http://dffd.wimbli.com/file.php?id=7374
I will check it, thanks.

Actually one thing that came up as a little annoying was when I had a husk for example come out of religion, things like utility spiders and centurions would all be "afraid" of it, and unable to really effectively attack it, despite being a feelingless thing.
Will fix :).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 05, 2013, 03:07:49 pm
I can say for sure that the first issue is vanilla problem with custom workshops. Sometimes jobs appear as red because the workshop cannot find reagents, but manager screen takes care of that.

Not sure about the second problem, have you got a save? Are you sure it's not just a boulder which was hauled and dropped or remains from mining?


Not a boulder graphic. Looks like sand tile graphic.

http://dffd.wimbli.com/file.php?id=7374
Hmm, I've noticed it, and the moment later it's gone. It must be something from one of dfhack plugins, I will go ask in their thread right now. I will try to disable different plugins and see which one may cause it. It must be done as a workaround for something, but I want to know for sure.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Meph on February 05, 2013, 05:02:37 pm
- I have a Deep Furnace over magma. All of the jobs are red. However, "smelt titanite" from the Job Manager puts jobs into the Deep Furnace.

This has to do with burrows most of the time. If the workshop is in a burrow, but the reagent isnt, then the reaction will be red. Have both things inside the same burrow and it works. Doesnt matter if the burrow is active or not. This affects all reactions in all custom workshops.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 05, 2013, 05:07:38 pm
Sometimes it happens without burrows. It's a rare DF vanilla bug.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Meph on February 05, 2013, 07:59:46 pm
I had some reports about people "fixing" it by building the workshop closer, stockpiling the materials next to it, or deconstructing/rebuilding the workshop. I dont really know what else could be done.

How is your poison-gland coming along? Does everything work as intended? I wanted to offer something similar in my mod, but I used milking for it. Instead of butchering your snakes/scoprions/spiders, you milk them once a month. Dont know if thats of interest to you...
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 05, 2013, 09:22:29 pm
I had some reports about people "fixing" it by building the workshop closer, stockpiling the materials next to it, or deconstructing/rebuilding the workshop. I dont really know what else could be done.

How is your poison-gland coming along? Does everything work as intended? I wanted to offer something similar in my mod, but I used milking for it. Instead of butchering your snakes/scoprions/spiders, you milk them once a month. Dont know if thats of interest to you...
It works just fine, both for fortress and adventure mode.
I plan to add antidotes next.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Meph on February 05, 2013, 09:32:22 pm
Antidote sound awesome. Take poison gland of desert scorpion, make desert scorpion antidote drink, affect dwarf with syndrome that adds a syndrome class... wait. Syndromes cant have a negative "cannot_have_syndrome_class", thats only for interactions...

What was your idea then? I dont really see a way... besides making all syndromes resistable and using a generalized antidote to up disease resistance to max.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 05, 2013, 10:14:47 pm
I forgot that you cannot have that with syndromes, oh well. I guess an antidote will just boost disease resistance greatly. Most of my poisons are RESISTABLE anyway.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: evictedSaint on February 05, 2013, 11:03:44 pm
I had some reports about people "fixing" it by building the workshop closer, stockpiling the materials next to it, or deconstructing/rebuilding the workshop. I dont really know what else could be done.

How is your poison-gland coming along? Does everything work as intended? I wanted to offer something similar in my mod, but I used milking for it. Instead of butchering your snakes/scoprions/spiders, you milk them once a month. Dont know if thats of interest to you...

Out of curiosity, how do you deal with milking?  Did you just add the milkable tag to the critters and give "scorpion milk" a syndrome?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Putnam on February 05, 2013, 11:28:00 pm
I can say for sure that the first issue is vanilla problem with custom workshops. Sometimes jobs appear as red because the workshop cannot find reagents, but manager screen takes care of that.

Not sure about the second problem, have you got a save? Are you sure it's not just a boulder which was hauled and dropped or remains from mining?


Not a boulder graphic. Looks like sand tile graphic.

http://dffd.wimbli.com/file.php?id=7374
Hmm, I've noticed it, and the moment later it's gone. It must be something from one of dfhack plugins, I will go ask in their thread right now. I will try to disable different plugins and see which one may cause it. It must be done as a workaround for something, but I want to know for sure.

Sounds like globs from material emissions--they tend to be stockpiled in food.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Meph on February 06, 2013, 12:06:01 am
Scorpion Milk ? No no... You add the milkable tag, but replace MILK with POISON (or VENOM for creatures with venom) You will directly "milk" poison into the bucket. You could do the same with any liquid a creature has, be it blood, pus, vomit, hydraulical fluid from my constructs, doesnt matter. As long as it is liquid it works. You can add anything into it really, my test was with dogs that "milk" ghoul saliva, because I just copied that one. So you add "MILKABLE:CREATURE_MAT:GHOUL:SALIVA:20000" to the dog, and thats it.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 06, 2013, 12:58:06 am
I can say for sure that the first issue is vanilla problem with custom workshops. Sometimes jobs appear as red because the workshop cannot find reagents, but manager screen takes care of that.

Not sure about the second problem, have you got a save? Are you sure it's not just a boulder which was hauled and dropped or remains from mining?


Not a boulder graphic. Looks like sand tile graphic.

http://dffd.wimbli.com/file.php?id=7374
Hmm, I've noticed it, and the moment later it's gone. It must be something from one of dfhack plugins, I will go ask in their thread right now. I will try to disable different plugins and see which one may cause it. It must be done as a workaround for something, but I want to know for sure.

Sounds like globs from material emissions--they tend to be stockpiled in food.
It's something different, the whole stockpile was filled with "granite" and when I unpaused it was gone. It must be something from those plugins which change management or something, I've asked in DFHack thread already.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Thundercraft on February 06, 2013, 09:55:30 am
Deon, I enjoyed your old Genesis. Just wanted to say that. Haven't tried out Reborn yet.

Anyway, I was wondering if you've considered incorporating some of the bugfixes, tweaks, or other changes from
Modest Mod (http://www.bay12forums.com/smf/index.php?topic=105871.0)? I do not find it mentioned anywhere in this thread, so I'll assume it hasn't been brought up.

Also, posting to follow...
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 06, 2013, 10:47:57 am
Most of stuff from modest was already in oldgenesis and got ported over. Some minor things could be borrowed, but all vital bugfixes including a fixed exe are here.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: CptCrunchy on February 13, 2013, 03:59:03 pm
Hi, I've been really enjoying Genesis Reborn so far, I have a couple questions though.  Is Vulcanite better than adamantine, and what is moonsilver good for?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Megaman_zx on February 14, 2013, 01:53:16 am
i have a possible bug... (if this was mentioned before ignore me) ..... i was playing a bandit adventurer and after mastering combat, i was sick of my badass floundering across rivers, so i spent an entire day ingame, 30 mins IRL swimming back and forth in this pond without any change... i checked my skills, and didn't have a swimming skill.... i was werecreature, so i transformed and could swim fine, then i transformed back and decided to flounder until i drowned..... for some reason, i couldn't drown, i went back and forth across the pond, then just waited in the center and although it said i was drowning and he kept floundering, i never drowned....
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Putnam on February 14, 2013, 02:09:08 am
You need to know how to swim to get any swimming skill from swimming.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Findulidas on February 14, 2013, 04:34:35 am
You need to know how to swim to get any swimming skill from swimming.

Some adventure bullshit again. Like you must have reading skill in the beginning in order to be able to read ever. Its not possible to put one and one together from reading things like signs.

Infact the next time someone makes a mod please go ahead and ensure that you can learn every single useful skill somewhere in adventure mode, be it slow I dont care. Not being ever able to swim or read is just annoying.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: alannon on February 14, 2013, 05:15:58 am
Has anybody gotten the "cremate butchery waste" reaction to work?  While also 'red'ed out, the "cremate vermin remains" reaction works if you prime it from the manager's menu.  I get an error about being unable to find two reaction class CREMATION items when the job begins, though.

EDIT:
That reaction has [REACTION_CLASS:CREMATION] on it, but no materials have it.  Presumably that token would need to be added to any body parts that were butcher-able?  Perhaps it's just not complete yet?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: alannon on February 14, 2013, 05:17:43 am
Does anybody know if there was a particular reason why the magma steam engine was not listed in the permitted reactions for the dwarves?  When I add it back in there, it works perfectly.  I'm wondering if anybody knew of a reason.

EDIT:
If anyone's interested, just put [PERMITTED_BUILDING:MAGMA_STEAM_ENGINE] in your entity_dwarf.txt file to turn this back on.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 14, 2013, 06:40:22 am
Both are my faults, I will fix them soon, thank you very much. I did not get a lot of feedback lately and kinda postponed tweaking the mod, thanks for helping me out!

The sinew, hair, cartilage, nerves and feather should all have
   [REACTION_CLASS:CREMATION]
   [MATERIAL_REACTION_PRODUCT:CREMATION_MAT:LOCAL_CREATURE_MAT:FAT]

I just forgot about it when porting the system over from the old Genesis version.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Freshmaniscoolman on February 14, 2013, 08:06:48 am
Why are the graphics for some creatures in-game not there yet in the original Ironhand there is?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 14, 2013, 08:56:09 am
Which creatures do you mean?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Freshmaniscoolman on February 14, 2013, 08:57:03 am
Creatures, such as hippos.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 14, 2013, 10:08:14 am
There are no hippos! Kodo beasts are pretty close, they are hippo-like/rhino-like lizards.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Megaman_zx on February 14, 2013, 05:06:03 pm
You need to know how to swim to get any swimming skill from swimming.

i dont remember it being that way in vanilla..... that's why i reported it as a bug
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: There Is No Vic on February 15, 2013, 06:55:28 am
Great mod. It kicks my ass frequently, but I love it.

- Tinker's Workbench has two "craft iron axebow". One requires titanite.

- I'm getting occasional DF crashes that I've never gotten in vanilla. It has happened with multiple maps on multiple worlds. Deon, would you like a save copy? Once, I used fastdwarf to try to get closer to the failure point, and it never happened in that save.

Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Ragnarock on February 15, 2013, 10:15:41 am
Adv-mode like, is much better than the old Genesis, me likey.

I encountered a problem tho - no immigrants in my fortress! They used to swarm me like motherfuckers in the Native DF, it's been quite a few in-game months already and still no luck (and two of my guys died due to wrestling a boar or something) is there any trigger to make immigrants come? I've got a legendary dining room and dormitory, many beds, tables and shitloads of food, no exported wealth but I've got many exceptional and masterwork bone crafts and stuff... What am I doing wrong? I'm sure I didn't fuck anything in DFHack, I only planted some magma in the river, nothing more.

Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: CptCrunchy on February 18, 2013, 01:19:21 pm
I've been having some issues with the summoning circle.   I have 18 rough dark crystals at the moment, but I can't summon anything or do cultist rites at the sacrificial pit.  The first two summoning options say that they use opals in the description, but it says dark crystals instead as regeants.  I've also noticed that when I was able to do cultist rites, they used rough dark crystals.  Is there something I'm doing wrong?

Also, this may be a vanilla DF issue, but my Baroness went insane and killed herself, and then my fort was made a County, but I still dont have another Baron or Count.  I only have a mayor.   It's been about an in-game year, should I just be grateful I don't have to deal with nobles?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 18, 2013, 01:25:45 pm
It's not an issue, I just forgot to rename the reaction. The opals were used before, now it's dark crystals. I will rename it, thanks.

If your workshop cannot see reagents (like dark crystals), it's a DF issue. Use manager to appoint a task.

I am not sure about a baron, mine never died, but I think a liaison should allow you to appoint another later.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: CptCrunchy on February 18, 2013, 01:37:59 pm
Thanks for the quick reply!
I used the manager and it worked, thanks again
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Pirate Bob on February 18, 2013, 09:05:59 pm
Very nice mod, especially for adventure mode!

I did notice one little thing - I think there might be a few misplaced [PRESERVE_REAGENT] tags in the leatherworking section of reaction_adventurer.  This results in the leather needed for cloak padding and armor sleeves not being consumed.  Unless this is the desired behavior, the raws should be:
Code: [Select]
[REACTION:SEW_LEATHER_CLOAK_ADV]
[NAME:sew leather cloak]
[ADVENTURE_MODE_ENABLED]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REAGENT:padding:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CLOAK:GET_MATERIAL_FROM_REAGENT:leather:NONE]
[SKILL:LEATHERWORK]

[REACTION:CRAFT_LEATHER_ARMOR_ADV]
[NAME:craft leather armor]
[ADVENTURE_MODE_ENABLED]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REAGENT:padding:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REAGENT:sleeves:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_LEATHER:GET_MATERIAL_FROM_REAGENT:leather:NONE]
[SKILL:LEATHERWORK]

Also, do you have any plans to put in crafting metal armor for adventurers?  It seems like it would be quite trivial given what you've already done, but maybe would make things too easy?  The biggest issue I can see is that the material is selected from only one ingredient, allowing you to cheat and use junk metals for the other ingredients.  Then again, the list of ways you can cheat at DF is pretty much infinite...
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Kromgar on February 25, 2013, 05:06:27 pm
Bah... Disappointed there is no Phoebus Version. Favorite tileset by far.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Isa on February 27, 2013, 09:15:58 am
I got a quest from a nord lord to kill a local their own king... as it happens he also happens to be a deity. I found him in a keep and it turns out he is a storm dragon who is the current law giver of the whole nordic empire. I can't kill him, because that would make the whole civ turn against me and yet I have to kill him to complete my quest.

So what should I do now? How can I finish this quest without causing a war with the civ?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Rumrusher on February 27, 2013, 09:26:09 am
I got a quest from a nord lord to kill a local their own king... as it happens he also happens to be a deity. I found him in a keep and it turns out he is a storm dragon who is the current law giver of the whole nordic empire. I can't kill him, because that would make the whole civ turn against me and yet I have to kill him to complete my quest.

So what should I do now? How can I finish this quest without causing a war with the civ?
uhh finishing the quest does nothing but adds a kill to your character(and pra...nah chances are you get infamy doing this quest), so either Role play it out and craft some type of lit item to use to burn the deity to death with out aggroing it. or, don't kill him/her it and read its books which will grant you some spells then kill it with a spell since interactions don't trigger kills. which is great for these types of Scenarios. 
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: BigD145 on February 27, 2013, 10:42:09 am
Bah... Disappointed there is no Phoebus Version. Favorite tileset by far.

+1 to Ironhand
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Meph on February 27, 2013, 10:55:02 am
72% of Masterwork players (according to poll) use Phoebus. Probably that much because its the default.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 27, 2013, 11:43:22 am
I was sure Ironhand was the most popular :P. Oh well, I should come back to it soon and upload a phoebus version.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Meph on February 27, 2013, 11:50:54 am
Well, I guess if I would do Ironhand by default, the numbers would be different.

And I just noticed something about the dfhack hotkeys:

If you minimze DF with ALT+TAB (for dfhack or therapist for example) and go back to the game, it thinks that you are still pressing ALT. Now whenever you press S, your plugin pops up. Stockpile Stone? Nope, Plugin. The only way to stop this is by pressing ALT once. Aparently DF does not notice that you let go of ALT, because you let go of ALT after DF is not the active process. (you alt-tab back into windows and then release the ALT key)

Maybe it is of use, I know someone asked here about your companion plugin starting when it shouldnt.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: BigD145 on February 27, 2013, 11:55:05 am
I was sure Ironhand was the most popular :P. Oh well, I should come back to it soon and upload a phoebus version.

Meh. I dropped Phoebus awhile back because it was becoming a Mayday clone. No clue how it is now. I like Ironhand and am not likely to turn back.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: eggthief on February 27, 2013, 12:42:07 pm
How's the manual coming along? I'm dying to know all the effects of outdoor grown plants.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 27, 2013, 12:45:50 pm
How's the manual coming along? I'm dying to know all the effects of outdoor grown plants.
I've been focused on Fallout mod lately, but if there's an interest I will swing to this too :).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Guuo on February 27, 2013, 02:41:04 pm
Are sylvan bones really supposed to be wood? Because that's what got chipped when an arrow pierced my leg.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on February 27, 2013, 02:56:08 pm
Sylvans are like dryads, they are plant people.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Guuo on February 27, 2013, 03:12:44 pm
Oh, neat. I thought they were simply a variant of elves.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Mitch on February 28, 2013, 10:42:21 am
I really love your mod, just started playing it, but I'm experiencing general crashiness especially during world gen and loading a save game. Is there any particular reason for that? Also, how does the quicksaving work? ctrl-alt-s does nothing for me.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: sammyo12 on February 28, 2013, 02:51:38 pm
Could we get a type of giant cave spider megabeast, since that would be fun.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Meph on February 28, 2013, 03:56:24 pm
@mitch: alt-tab into dfhack, write: quicksave, press enter. done.

@sammyo12: There is a giant cave spider demon for you to discover...
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Vherid on March 02, 2013, 11:34:05 pm
It seems that the workflow manager has issues with the sawmill and producing wooden blocks up to par. Tracking it through the mill, just tracks all blocks over all. Editing it to 'wood' will track only the wood blocks, but it won't make anything then.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Kromgar on March 03, 2013, 01:57:10 pm
I was sure Ironhand was the most popular :P. Oh well, I should come back to it soon and upload a phoebus version.
I like Phoebus because its very clean and a good resolution. I find ironhand to look far more jumbled hard to see what something is. Phoebus is far more clear to what each thing is
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: KingofstarrySkies on March 09, 2013, 01:28:39 pm
so, newb question.
How does one get eggs from batwings and shit.
I require it. A FORT OF20 HANGS IN THE BALANCE!
Also, my first seven dwarves were reduced to five when some owl foragers and shit started attacking. lost one of my hounds, one of my batwings, and two dwarves to the bastards before we were able to drive them off, however when they left, they took one of the battle axes with 'em.
I was able to quickly recuperate, however, as my miners quickly dug a shelter, and made some doors. So, two other men went out there, and kicked some owlmanguything forager ASS.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Putnam on March 09, 2013, 02:47:46 pm
nest boxes
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: KingofstarrySkies on March 09, 2013, 03:44:21 pm
NEW QUESTION.
How does one make a goddamned nest box? what station or workshop or whateves?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Putnam on March 09, 2013, 04:49:37 pm
http://dwarffortresswiki.org/index.php/Nest_box
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: KingofstarrySkies on March 10, 2013, 04:58:12 am
My fort is going good, MOSTLY cause I have like 270 meat, and I am sustaining with 65 dwarves, with many births this second year.
I (amazingly) Have not been attack or raided by anything. The only thing i've been up against is ratkin thieves, and serpentfolk snatchers, both dispatched EASILY by my bronze centurions, who is now joined by a pit fiend. Which brings me to a question.
Can someone become.....dwarfy again after turning into a pit fiend? I don't really mind if they can't, cause these things are DAAAAAMN strong.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on March 10, 2013, 08:23:51 am
Demonic transformations last forever.

You will get sieged once you hit 80-100 dwarves, just you wait :).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Mitch on March 11, 2013, 02:36:57 pm
Is there any prerequisite for the library to work with a dwarf? I newly appointed a surgeon after the old one was tragically eaten by a pet, however he has no skill whatsoever and doesn't gain any from studying medical topics in the library, such as wound dressing, suturing, surgery and setting bones.
Also, where can I make pistons for my steam engines?
Edit:
So I checked the raw files for the library, [PRODUCT:98:1:TOOL:ITEM_TOOL_TABLET_MEDICAL:GET_MATERIAL_FROM_REAGENT:tablet]. This means there is a 98% chance of the tablet being preserved, right? However, it seems that a learning session just always consumes the tablet. I've tried multiple times, and every time the tablet disappeared without trace.
Second edit:
Changing "GET_MATERIAL_FROM_REAGENT:tablet" to "GET_MATERIAL_FROM_REAGENT:tablet:NONE" fixes the issue with the library.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on March 12, 2013, 01:22:58 am
Oh man, that's an error on my part.

I will release a quickfix today, with a few more interesting things you will ALL like. Putnam is amazing, he wrote a script which allows armor to carry syndromes.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Putnam on March 12, 2013, 01:30:13 am
Not just armor, any item :V you could have a chair that allows you to breathe fire while hauling i...

oh my, hauling.  Didn't think about that...
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on March 12, 2013, 01:39:07 am
Woops, right? Please make it that hauling does not affect the hauler, if possible :). I don't want people carrying flamethrowers to stockpile to... Nevermind, it may be a nice idea.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Meph on March 12, 2013, 02:11:51 am
Yeah, that was my first though... does it need to be equipped, or only in the inventory?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on March 12, 2013, 03:11:04 am
Items "hauled" are considered "equipped" I guess.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Meph on March 12, 2013, 04:56:43 am
So one could make speed-enhancing bins?  :D
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Demonbutter on March 12, 2013, 07:57:43 am
Wow, 'enchanted' equipment... the possibilities. Will it work in both Fortress and Adventure mode?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on March 12, 2013, 09:35:15 am
Yes. That's something I am working on right now. The only problem is that when my sword of blinding speed got stuck in an enemy, it gave him a great speed boost and he choked me to death.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Rumrusher on March 12, 2013, 10:23:07 am
the price to pay for speed enhancements.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Putnam on March 12, 2013, 04:41:07 pm
Hehe, I fixed the hauler thing. Stuckins, though... I haven't. Should I? :P Maybe I could have some extra SYN_CLASSes--DFHACK_AFFECTS_HAULER, DFHACK_AFFECTS_STUCKIN, etc.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on March 12, 2013, 04:41:29 pm
That would be the best thing.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Snap on March 15, 2013, 04:37:12 am
Just tried out this mod for adventure mode. Swimming seems to be bugged. I flounder and drown crossing rivers even if I have legendary swimming.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: laularukyrumo on March 15, 2013, 06:24:12 am
Finally dipping my toes into Genesis here... I noticed something odd. In worldgen parameter defaults, it sets Vampire, Werewolf, and Secret types to 0. Is that on purpose? Are there other types of vampires/werecreatures in the raws that go around silly things like this? Or are they simply turned off by default and you have to turn them on if you want them?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Meph on March 15, 2013, 06:45:08 am
Its on purpose, because deon added custom additions.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Bronimin on March 15, 2013, 05:46:50 pm
Raged a little inside when a mooded dwarf didn't go to legendary after completing his artifact, since he had a -50% modifier in Carpentry. The artifact wasn't even that good, a larch barrel with a maple carving on it. Yay.

EDIT: Happened again with a clothier this time. At least the headscarf he made is kinda cool sounding.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: sackhead on March 15, 2013, 06:56:27 pm
if the dorf was possessed he gets no skill gain even in vanilla.
the message should say "urist mc carpenter has been possessed" rather then the others

Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Bronimin on March 15, 2013, 07:56:23 pm
if the dorf was possessed he gets no skill gain even in vanilla.
the message should say "urist mc carpenter has been possessed" rather then the others

In both cases they were seized by a secretive mood, so its definately the skill modifier at work; and they did gain skill, just not all the way to legendary (in both cases to: accomplished xxx).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on March 16, 2013, 07:16:04 am
No, since dwarves can get negative modifiers in skill rates, a single artifact may be not enough to make them legendary. However rates are not that bad (and there's no skill rust in Genesis), so it's not that hard to get a legendary after that.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Snap on March 16, 2013, 03:22:51 pm
Just an update on the swimming issue I ran into before. It seems Dalesmen can't swim, but dwarves can.

Is there a weapon/armor materials guide somewhere which tells which materials are better for what type of armor/weapons? The way that Silver is best for warhammers, but not good for swords, etc? I've been playing this and Masterwork a bit and it is the one thing that really bugs me about both. I have no idea if an axe or armor piece I find is terrible or not.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Tirion on March 18, 2013, 05:58:20 am
I'm thinking about returning to Genesis mod after a year, taking a look at what you've done here :)
I have a few questions though:
-is there a version with phoebus graphics?
-are there many civilizations who can't speak? It's bad for adventure mode, IMHO: "OOOOH, a city at last!.... aaaaaand they can't speak."
-is there an up to date guide for workshops, dwarven castes, plants, animals, minerals and other features?
-I've read something about advanced dfhack stuff with steam engines, I really hope it's automated...
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Meph on March 18, 2013, 06:27:28 am
-is there a version with phoebus graphics?
-are there many civilizations who can't speak? It's bad for adventure mode, IMHO: "OOOOH, a city at last!.... aaaaaand they can't speak."
-is there an up to date guide for workshops, dwarven castes, plants, animals, minerals and other features?
-I've read something about advanced dfhack stuff with steam engines, I really hope it's automated...

- No.
- Deon gives great attention to adv. mode, so you wont find many problems there.
- No, besides the first post.
- The script starts automated, but setting up the steam engine is tricky. But everything is ingame, no input into dfhack required.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Deon on March 18, 2013, 11:22:09 am
Quote
-is there an up to date guide for workshops, dwarven castes, plants, animals, minerals and other features?
There's a manual in the first post, it does not cover everything yet but there's info on dwarven castes, civilizations, plants and workshops.
It's just under the file download.
Here's a direct link: http://www.mediafire.com/view/?4c1z52usmy3anx3

Quote
-are there many civilizations who can't speak? It's bad for adventure mode, IMHO: "OOOOH, a city at last!.... aaaaaand they can't speak."
All races can speak, but merfolk and ratkin talk gibberish and cannot be interacted with (but they live in caves).
I removed OPPOSED_TO_LIFE from fallen, so they can be interacted with too, so you can have some undead spearmen or whatever in your party.

Quote
-is there a version with phoebus graphics?
No because I used to update plants a lot, but now when everything is more or less done I may think about implementing it (the main problem was with setting proper tiles for all different versions, ASCII and Ironhand difference alone takes quite a lot of time).

Quote
-I've read something about advanced dfhack stuff with steam engines, I really hope it's automated...
You just need to build your steam engine properly, then you can put coke in it when it runs out of fuel to stoke the boiler, but it works all the time when it's fueled by itself (and the fuel consumption is low).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.18] - adventure mode update
Post by: Tirion on March 18, 2013, 04:34:02 pm
Well, for now I'm waiting for the phoebus graphics version, or DF2013, whichever comes first... one new thing at a time. Still, I'm glad you are working on this mod :)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Deon on March 19, 2013, 05:56:27 am
5.19 changelog
Main
- Manual has been updated with DFHack, aboveground plants and pets.
- Library studying works properly now.

DFHack
- Incorporated new DFHack v3 with new plugins and options.
-- Assign weapon racks/armor stands to squad with P key.
-- Activate workflow plugin with Alt-W.
- Changed quicksave to Ctrl-Shift-Q
- Added Dwarfmonitor and Resume All plugins.
-- Ctrl-F lets you monitor your fort activity. This plugin also shows happiness levels in bottom left corner of the DF window.
-- Ctrl-R lets you resume all suspended constructions.

Creatures
- The generalised leather is back.
- Added a bunch of swimming creatures:
-- crab, giant crab
-- great shark, reef shark
-- manta ray, stingray
-- narwhal
-- nautilus, giant nautilus
-- octopus, giant octopus
-- tuna
-- sunfish
-- carp
- Deeper Dwarven Domestication mod by Wannabehero is merged in.
-- Boulder crabs, when butchered they yield a flux stone.
-- Dewbeetles, can be milked to get honeydew which can be brewed into mead.
-- Shaggy badgerdogs, prone to rage dogs which can be sheared for wool.
-- Moleweasels, very fast vermin hunters.
-- Leatherwing bats, their wings can be sheared for tannable leather.
-- Bearded cavernkeets, these birgs lay eggs and can be sheared once per year for beardwool.
-- Cragtooth boars, they have valuable husks which can be sheared and will regrow.
-- Woolly mountain goats, they are large and can be sheared for wool very often.
-- Horned caveturtles, lays big egg clutches and has horns.
-- Mountain tuskoxen, can be milked very often.

Religion
- New druidic reactions have been added to occult grove:
-- clear skies: costs 1 shimmering crystal, sets weather to "clear".
-- rain dance: costs 2 shimmering crystals, sets weather to "rain".
-- winter call: costs 3 shimmering crystals, sets weather to "snow storm".
-- grow forest: costs 5 shimmering crystals, turns all saplings into trees.
- New arena mechanic: you can turn any creatures but dwarves pastured inside arena into enemies.
-- Blood fiends are the only avaliable enemies for now. They drop bloodred crystals.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Deon on March 19, 2013, 11:10:50 am
I get no feedback on my manual which took some time to make :P. What else do you want to see there which will help you with game most?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Undeadlord on March 19, 2013, 12:23:06 pm
I get no feedback on my manual which took some time to make :P. What else do you want to see there which will help you with game most?

Your manual rocks it as far as I am concerned, any manual that has a break down of what each building can do and what ingredients each reactions needs gets my vote. More info on the aboveground plants would be great, but I am sure that is coming.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Deon on March 19, 2013, 01:16:48 pm
What info on aboveground plants do you want? They are all in a spreadsheet with all their products, only things missing are seasons (which you can directly see by looking at farm plot) and values of plants and products (which are too tedious to put in a single table).

I think I should explain leather tier system and metal tiers next.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Undeadlord on March 19, 2013, 01:40:12 pm
What info on aboveground plants do you want? They are all in a spreadsheet with all their products, only things missing are seasons (which you can directly see by looking at farm plot) and values of plants and products (which are too tedious to put in a single table).

I think I should explain leather tier system and metal tiers next.

Oops my bad, I was looking at Rev 1 of your manual, which looks like it came with the DF download, the Rev 3 that's a separate download has all the info, I will have to go back and look. More info about leather and metal is never a bad thing.

One more thing, I am having lots of game crashes all of the sudden, not doing certain things, once just after leaving the trade screen and the other time just after leaving a workshop. Twice now I have had to basically start my fort over because the game locks up. Never had any issues like this before. Any logs that might tell me whats causing it?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Deon on March 19, 2013, 02:13:46 pm
Oops, I forgot to remove older manual version from the graphical archive, thanks!

I never had any lockups, that's strange. What are the last lines in your gamelog.txt?
Also use quicksave, it helps a lot.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Undeadlord on March 19, 2013, 04:32:18 pm
Oops, I forgot to remove older manual version from the graphical archive, thanks!

I never had any lockups, that's strange. What are the last lines in your gamelog.txt?
Also use quicksave, it helps a lot.

"Merchants have arrived and are unloading their goods."

Thats not were it crashed though, they arrived, I sent my broker out there and my goods, did my trading and it was a few seconds after that it crashed. I did Quick save, so I can go back to that, but even then, its a few months back. Ah well. Thanks!

EDIT: ACK it crashed again on a new machine with a fresh download. Grrr. Merchants had just arrived too. I wonder if maybe I don't build a Trade Depot it won't crash .. hmmmm
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Deon on March 20, 2013, 12:04:06 am
No, it should be something else. I mean something spawning on the edge of the map. I will go through all creatures and see if I did something wrong, although crashes with big mods like this or Masterwork are really hard to pin down, because they tend to happen in someone's world, and they never appear in another... Which biomes do you have? Any information should help.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Meph on March 20, 2013, 04:01:14 am
Didnt I post here? I clearly remember posting here... maybe I got a 503 error or something...

I just wrote that your ratkin civ doesnt seem to have sprites, and that the manual is missing an entry for the alarm siren. Since I was hacking together a quick spriteset for my skaven, here, maybe it helps a bit. I only noticed yours are missing because I wanted to have a look at them before I do my rat people :P

(http://i.imgur.com/OI1K52D.png)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Undeadlord on March 20, 2013, 08:20:13 am
No, it should be something else. I mean something spawning on the edge of the map. I will go through all creatures and see if I did something wrong, although crashes with big mods like this or Masterwork are really hard to pin down, because they tend to happen in someone's world, and they never appear in another... Which biomes do you have? Any information should help.

Let's see  ...

- First/second crash were in a normal biome, nothing crazy, thrid crash on a different machine did happen in a Artic evil biome. I posted the first/second crash saved game, I started it again this morning and quick saved it right after the merchants arrived and it crashed within 2 minutes. Maybe that will help?

http://www.wyvernscave.us/images/region1.zip



Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Deon on March 20, 2013, 10:24:47 am
Didnt I post here? I clearly remember posting here... maybe I got a 503 error or something...

I just wrote that your ratkin civ doesnt seem to have sprites, and that the manual is missing an entry for the alarm siren. Since I was hacking together a quick spriteset for my skaven, here, maybe it helps a bit. I only noticed yours are missing because I wanted to have a look at them before I do my rat people :P

(http://i.imgur.com/OI1K52D.png)
The alarm siren is not in yet, I'm going to add it with the next update (I've been busy with my Fallout community fort, we've discovered that one of our scavengers is The Thing).
Thanks for the full ratkin graphics!

I will check the save ASAP, Undeadlord.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: lwCoyote on March 20, 2013, 11:29:22 am
No, it should be something else. I mean something spawning on the edge of the map. I will go through all creatures and see if I did something wrong, although crashes with big mods like this or Masterwork are really hard to pin down, because they tend to happen in someone's world, and they never appear in another... Which biomes do you have? Any information should help.

Let's see  ...

- First/second crash were in a normal biome, nothing crazy, thrid crash on a different machine did happen in a Artic evil biome. I posted the first/second crash saved game, I started it again this morning and quick saved it right after the merchants arrived and it crashed within 2 minutes. Maybe that will help?

http://www.wyvernscave.us/images/region1.zip

Sounds a lot like the crashing issue I was having pre 5.12 :(
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Deon on March 20, 2013, 12:36:27 pm
Is it happening using the latest version? I've just checked all creatures in arena and none cause crashes. So unless it's something very specific which happens because of DF instability with total conversions, I will try to pin it down.
P.S. Okay, I can reproduce it... Let's see what can be done about it. Thanks for the feedback.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Deon on March 20, 2013, 02:17:31 pm
Okay, I've tested everything, even asked Meph to help... The only thing we could brainstorm is "corrupted world", when a historical figure is broken and when it spawns the game freezes (it very rarely happens in vanilla, but more often in modded worlds because they have much more info).

There's literally nothing in any logs or DFHack, and it happens both pre-mood and post mood.
It looks like the save is broken somehow. Thankfully you did not go too far, please tell me if something like this happens again (it never happened to me myself).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19b] - small fixes, Phoebus graphics
Post by: Deon on March 20, 2013, 04:02:24 pm
5.19b
Graphics
- Graphical version: ratkin graphics.
- Graphical version: fixed vermin tiles.
- Graphical version: added graphical tiles for beholders, fairy dragons and spellbooks.
- Graphical version: added graphical tile for werebeast transformation.
- Graphical version: removed weird symbols from words in all languages.
- Graphical version: fixed some mineral symbols.
Naming
- Fixed leafy bulb naming.
Fixes
- Removed AT_PEACE_WITH_WILDLIFE from fallen.



Also Phoebus version:

(http://img.ie/2y062.png)


(http://img.ie/ahjtp.png)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: Undeadlord on March 20, 2013, 09:01:21 pm
Okay, I've tested everything, even asked Meph to help... The only thing we could brainstorm is "corrupted world", when a historical figure is broken and when it spawns the game freezes (it very rarely happens in vanilla, but more often in modded worlds because they have much more info).

There's literally nothing in any logs or DFHack, and it happens both pre-mood and post mood.
It looks like the save is broken somehow. Thankfully you did not go too far, please tell me if something like this happens again (it never happened to me myself).

Normally I would just chalk it up to me or my system, but I saw the similar crash on three different systems, work, laptop and home PC. The work and laptop were the same game, zipped up, so maybe the issue could be there. However my home PC was a fresh download and new world. I will mess around with it some more and see what I can make happen.

Thanks alot for looking into it.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19b] - small fixes, Phoebus graphics
Post by: Deon on March 20, 2013, 09:02:50 pm
Thanks for the feedback. I am trying the game in adventure mode and fort mode with dfhack probing, poor game :P. Let's hope we can find the source of it, you must understand that a crash like that, without visual prerequisites, is most likely caused by something totally unrelated and is very hard to track.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19b] - small fixes, Phoebus graphics
Post by: Deon on March 21, 2013, 05:53:46 am
Okay, next release will integrate ADVFORT. Right now I am overhauling crafting system to fit it.

You will be able to turn conquered lairs into mines or even adventure forts, and with Companion Order you will be able to station your own guards.

You can also build farms and grow seeds to feed yourself.

(http://img.ie/8ttab.png)

(http://img.ie/0t3i2.png)

(http://img.ie/ezo2m.png)
(if you don't understand what's going on, I've built this house and farm plot on top of a lair myself).

I will also be able to make adventure-only workshops, so yeah, thank you, thank you very much for this awesome plugin, Warmist!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19] - lots of fun with druidism, DDD, much more
Post by: falconne on March 21, 2013, 06:49:12 am
Normally I would just chalk it up to me or my system, but I saw the similar crash on three different systems, work, laptop and home PC. The work and laptop were the same game, zipped up, so maybe the issue could be there. However my home PC was a fresh download and new world. I will mess around with it some more and see what I can make happen.

If you can reliably reproduce the crash and if I can get a hold of your save and the steps to reproduce, I can catch the crash in the debugger and see if it's in DFHack code or plugins. If it's not in dfhack then I can't really help, but at least it eliminates something.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.19b] - small fixes, Phoebus graphics
Post by: Deon on March 21, 2013, 07:13:05 am
It would be really great.

The save is in this post: http://www.bay12forums.com/smf/index.php?topic=109846.msg4117319#msg4117319

I have no clue how to check it myself, so you would be my, no, OUR savior! :D
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20] - Adventure mode mining, building, crafting etc!!!
Post by: Deon on March 21, 2013, 08:06:53 am
5.20
- Phoebus version has non-accented language files (no weird symbols in names).

Adventure mode
- Removed smelting/forging and some crafting reactions from adventure mode.
- Added reactions to knap basic rock pick and axe.
- Added "burn wood" reaction, takes a log and gives a charcoal.
- Included and tweaked Advfort DFHack module. You can now build workshops, tame animals, gather resources, grow plants, mine and use workshops in adventure mode.
- Build your bases in conquered lairs. Only lairs save info about your constructions, item placement etc.

- Updated manual with info on Companion Orders, abilities, crafting and construction.

Workshops
- Added "thatchery" workshop. It can turn plants into wicker beds, bins, chests and blocks for construction.




Check the new manual (5.20, revision 4) to learn how to gather plants, chop trees, build houses and workshops, work in them, fish, mine etc.

(http://img.ie/8ttab.png)  (http://img.ie/0t3i2.png)  (http://img.ie/ezo2m.png)



All this is possible thanks to Warmist
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20] - Adventure mode mining, building, crafting etc!!!
Post by: Tirion on March 21, 2013, 10:13:15 am
Mining in adventurer mode? Wow, that's real cool. And thanks for the Phoebus version :)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20] - Adventure mode mining, building, crafting etc!!!
Post by: Deon on March 21, 2013, 10:43:05 am
You are welcome, I did not want to make you wait for long (even though I have exams almost tomorrow :P).

Yeah, you can now dig to caverns and even to hell. That's amazing.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20] - Adventure mode mining, building, crafting etc!!!
Post by: Deon on March 21, 2013, 11:34:51 am
I've noticed a single error when I was playtesting the latest verstion. In /raw/objects/reaction_adventurer.txt, there's an entry called ITEM_WEAPON_HAND_PICK. It should be ITEM_WEAPON_PICK. Fix it yourself to fix the pick knapping reaction. It will be fixed in all future updates.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20] - Adventure mode mining, building, crafting etc!!!
Post by: Undeadlord on March 21, 2013, 01:10:52 pm
Well sorry to say its happened again.

Fresh download of 5.19b this morning, normal biome, actually it was the default site the world gave me after it was genned. Embarked, made a small fort, merchants arrived, before they even made it to the Depot the game froze. Here is the save file of the game, the Merchants had just arrived when I quicksaved, all I had time to do after this was move to my fort, and put a Craftsdwarf workshop down and before it could even be built, it crashed.

http://www.wyvernscave.us/images/region1-19b.zip


Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Deon on March 21, 2013, 01:12:29 pm

5.20b
- Phoebus: engravings look nice now.
- Fixed pickaxe knapping reaction.
- Adventurers can craft stone anvils now for their first forge.

Just a small fix.

I've also updated manual to Revision 5. I've just added info about constructing/working above and below you (like when you build a stair) and explained that adventurers can now make their first anvil from a boulder.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Deon on March 21, 2013, 01:15:04 pm
Well sorry to say its happened again.

Fresh download of 5.19b this morning, normal biome, actually it was the default site the world gave me after it was genned. Embarked, made a small fort, merchants arrived, before they even made it to the Depot the game froze. Here is the save file of the game, the Merchants had just arrived when I quicksaved, all I had time to do after this was move to my fort, and put a Craftsdwarf workshop down and before it could even be built, it crashed.

http://www.wyvernscave.us/images/region1-19b.zip



I'll see if falconne will be lucky with his debugger... For now try adventure mode I guess :). If he's not, I will have to start removing parts of mod and testing, no better idea.
I'm running my own fort on year 5, so it must be something very specific which you are very unlucky to hit :(.

Also try 5.20b. Maybe it was something weird which is gone, I've changed a lot of small values here and there. And sorry for the bad luck :(. I am really sad that happens to you.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Rumrusher on March 21, 2013, 01:32:22 pm
hmm I wonder what workshop that's has to be only for adventure mode? It can't be anything about item crafting since there thousand different types of workshops for that let alone adventure's reactions, I guess it could be a waypoint system where you could activate a portal to travel to another Waypoint. 
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Deon on March 21, 2013, 01:35:24 pm
Nah, I remove item crafting but a few necessities from adventure reactions alltogether. I also want to remove ALL workshops and make special adventure mode-only good-looking workshops with custom reactions.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Undeadlord on March 21, 2013, 01:49:32 pm
Well sorry to say its happened again.

Fresh download of 5.19b this morning, normal biome, actually it was the default site the world gave me after it was genned. Embarked, made a small fort, merchants arrived, before they even made it to the Depot the game froze. Here is the save file of the game, the Merchants had just arrived when I quicksaved, all I had time to do after this was move to my fort, and put a Craftsdwarf workshop down and before it could even be built, it crashed.

http://www.wyvernscave.us/images/region1-19b.zip



I'll see if falconne will be lucky with his debugger... For now try adventure mode I guess :). If he's not, I will have to start removing parts of mod and testing, no better idea.
I'm running my own fort on year 5, so it must be something very specific which you are very unlucky to hit :(.

Also try 5.20b. Maybe it was something weird which is gone, I've changed a lot of small values here and there. And sorry for the bad luck :(. I am really sad that happens to you.

Sounds good I will give 5.20 a whirl. If falconne can't see it and no one else is having any problems, then its not a big deal. No worries.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: smakemupagus on March 21, 2013, 02:46:20 pm
Thanks for including the Advfort walkthrough in manual, particularly the tips for adv mode noobs like "you can't build with stuff in your backpack" :)

You mention that you should build on lairs because the items there get saved.  Are abandoned forts an OK place to advfort too?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Deon on March 21, 2013, 03:07:00 pm
I am not sure, I don't think so. Items will definitely scatter, not sure about constructions...

In lairs every single items stays where you left it.

It took me some time to experiment with Advfort, but once you get a hang of it, it's easy to control (well, not much harder than normal DF interface).
I may do a tutorial video about it.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: jowitz on March 21, 2013, 03:33:59 pm
I'm also having the issue with a hangup when the first merchants arrive, and it's happened with two worldgens.  But then again, I'm also using 5.19b, so perhaps the new version will fix it.  If you want, I'll upload my save too, but I guess I should just try again with the new version.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Deon on March 21, 2013, 03:36:09 pm
I have a hunch that it could be some ambush of minor races triggering it. I will try to juggle the races around and we will find this one hiccup which breaks the game. Then everyone will be happy again.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Rumrusher on March 21, 2013, 04:51:30 pm
Thanks for including the Advfort walkthrough in manual, particularly the tips for adv mode noobs like "you can't build with stuff in your backpack" :)

You mention that you should build on lairs because the items there get saved.  Are abandoned forts an OK place to advfort too?
abandon forts that don't have lair attached to them will scatter items but will keep constructions unlike every where in the world would just keep the items in place but destroy constructions. though this also means you can build any workshop with out fear of it breaking down which means building chests is a good idea for storage. Do note sites will undo any construction damage you brought to it but not any building damage.  so if you remove their well, it's gone for good but you for tear down a building it will come back the next time you unload and reload the site(not save unload and reload I mean travel) though doors are buildings so if you end up ripping the door off a hostile area coming back to the area won't fix that.
have fun explore and build up an empire or secret base.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Meph on March 21, 2013, 04:53:54 pm
But you could declare your fort a lair by using dfhack, then abandon... I know people use this for reclaims... The entire embark squares count as lair then :)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Rumrusher on March 21, 2013, 06:16:28 pm
True though it's best to tell others that hey if you dig out a basement in a hamlet the basement will disappear. oh and other news you can engrave outside in grassy areas with out the giant pain of 'soil to soft and not a hard material', just find a boulder near by and you can smooth that down to a floor and then engrave it like in this screenshot
(http://www.truimagz.com/host/fortcrush2/folder16/engrave-on-grass.png)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Slots on March 22, 2013, 08:57:11 am
I am having a bit of trouble actually mining into a liar I found. I knapped a stone pick from the x menu and then tried to dig the walls of the layer to open it up a bit. However, when I alt+moved into a wall nothing happened. I was able to clean up the blood from the were creature and harvest some plants above the liar but I was unable to do anything that required the use of a knapped axe or pick.

I am supposed to alt move only once into the thing I want to mine/fell and it should auto complete? If not how do I go about mining into the ground? Would the proximity of a town/keep have anything to do with this?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Rumrusher on March 22, 2013, 09:07:58 am
I am having a bit of trouble actually mining into a liar I found. I knapped a stone pick from the x menu and then tried to dig the walls of the layer to open it up a bit. However, when I alt+moved into a wall nothing happened. I was able to clean up the blood from the were creature and harvest some plants above the liar but I was unable to do anything that required the use of a knapped axe or pick.

I am supposed to alt move only once into the thing I want to mine/fell and it should auto complete? If not how do I go about mining into the ground? Would the proximity of a town/keep have anything to do with this?
oh yeah you can't have a pick and axe in the same hand, the new code kinda bugs out and doesn't do the job of both. the only thing that keep/town do is undo all the digging you have done since it reprints the same area and save building places.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Deon on March 22, 2013, 09:31:23 am
Drop the axe, take out a pick. I had that problem earlier too.

By the way, it's not races. I removed all races and it still freezes in the winter. I start to lose my shit, what could cause that freezing during winter... I will find it!

P.S. What was your first version you've got a freeze? Please tell me, someone. I will look at changelog, it may help.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Deon on March 22, 2013, 10:31:34 am
Okay, so 5.18 works fine, it's something in 5.19 which broke it... I wonder if it has something to do with DDD pets not liking some of my changes (because I have no idea which else change could cause it).

P.S. Well, I removed file names with DDD in them and 5.20b ran through three years. Not sure if some animal products from that added mod conflict with something, but try it please.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Deon on March 22, 2013, 01:24:52 pm
5.20c - removed DDD creatures until I figure out the freezes.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Tirion on March 22, 2013, 01:36:50 pm
Am I the only one around here who thinks
[TISSUE_TEMPLATE:CARTILAGE_TEMPLATE]
   [TISSUE_NAME:cartilage:NP]
   [STRUCTURAL]
   [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:CARTILAGE]
   [RELATIVE_THICKNESS:2]
   [CONNECTS]
   [TISSUE_SHAPE:LAYER]
lacks a healing rate?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Deon on March 22, 2013, 01:51:01 pm
It's vanilla thing, I can easily change it.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Slots on March 22, 2013, 03:14:28 pm
Oh I see, I need to have nothing else in my pick hand for it to work. I still had my weapon in my pick hand so it was not mining properly. Got the digging and tree felling working now, thanks guys.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Meph on March 22, 2013, 05:06:08 pm
Repair
Cartilage has limited repair capabilities: Because chondrocytes are bound in lacunae, they cannot migrate to damaged areas. Therefore cartilage damage is difficult to heal. Also, because hyaline cartilage does not have a blood supply, the deposition of new matrix is slow. Damaged hyaline cartilage is usually replaced by fibrocartilage scar tissue. Over the last years, surgeons and scientists have elaborated a series of cartilage repair procedures that help to postpone the need for joint replacement.
Bioengineering techniques are being developed to generate new cartilage, using a cellular "scaffolding" material and cultured cells to grow artificial cartilage.[6]

Just to show the reason why cartilage is lacking a healing tag. Because in RL, it does not have one either.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Tirion on March 22, 2013, 05:30:46 pm
Repair
Cartilage has limited repair capabilities: Because chondrocytes are bound in lacunae, they cannot migrate to damaged areas. Therefore cartilage damage is difficult to heal. Also, because hyaline cartilage does not have a blood supply, the deposition of new matrix is slow. Damaged hyaline cartilage is usually replaced by fibrocartilage scar tissue. Over the last years, surgeons and scientists have elaborated a series of cartilage repair procedures that help to postpone the need for joint replacement.
Bioengineering techniques are being developed to generate new cartilage, using a cellular "scaffolding" material and cultured cells to grow artificial cartilage.[6]

Just to show the reason why cartilage is lacking a healing tag. Because in RL, it does not have one either.

It's justified for knee joints. It's not so justified with noses and ears, where it pops up in-game.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Tirion on March 23, 2013, 04:11:49 am
My steel dwarf demigod adventurer got pwned by a naked dalesman werebeast. Did they get buffed even in human form? He was incredibly muscular...
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Deon on March 23, 2013, 07:38:07 am
Yeah. Werebeasts in my mod are not pansies you encounter in vanilla. You have to bring a group to kill them.

Check this thread: http://www.bay12forums.com/smf/index.php?topic=124127.0
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.20b] - Adventure mode mining, building, crafting etc!!
Post by: Tirion on March 23, 2013, 12:30:31 pm
Yeah. Werebeasts in my mod are not pansies you encounter in vanilla. You have to bring a group to kill them.

Check this thread: http://www.bay12forums.com/smf/index.php?topic=124127.0

Ah, so he turned because one of my companions landed a hit, not because our party was made of Bad Luck Brians  :D Not that it matters, I kept missing him even before.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 23, 2013, 01:32:31 pm
5.21
General
- All wooly creatures produce generic "wool", so now you have "wool shirts" instead of "auroch wool shirts".
- Removed "make mead candy" broken reaction.
Adventure mode
- Fixed rock anvil reaction name.
- New adventure mode-only building: smelting pit. Smelt weapon/armor/helmets/shields into bars.
- Removed useless buildings from construction list.
- Only dwarves can build Deep Furnace, Soul Forge and Tinker's Workbench.
- You cannot use "melt metal object" in smelter in adv. mode (no items are designated) so use Smelting Pit for that.




As I said weekend is the time when I work during nights, so I don't have much free time (barely got time to sleep, eat and work out a bit after work), but here's another release. Soon I will expand the "race-specific adventure mode buildings" idea.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Kamin on March 24, 2013, 12:08:40 pm
PTW
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 24, 2013, 12:14:17 pm
Hey Deon, took my semi-internet a while but I got it...a while ago...many hours ago...
Now starts the adventures of Ragnar...

Eh, I now cant be bothered.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 24, 2013, 02:11:26 pm
What do you mean? I am not going to bother you!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on March 24, 2013, 02:12:35 pm
Can't be bothered to do a story on the adventures of Ragnar.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on March 24, 2013, 02:42:57 pm
Ragnar? Like Ragnar the Red? http://www.youtube.com/watch?v=wMMm7T9C790
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 24, 2013, 02:59:31 pm
Can't be bothered to do a story on the adventures of Ragnar.
You too? Why does everyone what to do this story.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: dirty foot on March 24, 2013, 11:22:26 pm
Is there a way to use this with the Lazy Newb Pack?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on March 24, 2013, 11:25:51 pm
Is there a way to use this with the Lazy Newb Pack?

The LNP is pretty out-of-date, so I think it'd be better to just get the individual parts, I.E, the graphics pack (which comes with it) and DFHack.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 24, 2013, 11:27:04 pm
Is there a way to use this with the Lazy Newb Pack?
No, everything is customized, LNP would break tiles/graphics/other things. Why would you want to? If you want some customization, I can tell you how.
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 24, 2013, 11:42:34 pm
Ragnar? Like Ragnar the Red? http://www.youtube.com/watch?v=wMMm7T9C790

Nope, mine comes from an example encounter in the old 2nd edition AD&D; but since Ragnar is a Nordic name...
So far he's killed a vampire single-handedly and a demonica (?).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: dirty foot on March 24, 2013, 11:47:11 pm
Is there a way to use this with the Lazy Newb Pack?
No, everything is customized, LNP would break tiles/graphics/other things. Why would you want to? If you want some customization, I can tell you how.
I appreciate the insane response time, and the offer, but I was really leaning more on the lazy part than the knowing. I assume all the stuff in the options of LNP can be modded in the raws? For me, it really boils down to population caps (children, mostly) and aquifers.

Since I have you here, Deon, are there any plans to expand your mod like the Masterwork one (or merge the two)? I absolutely love the work you do (I mostly play adventure), but I like some of the ideas that Meph has in his/her mod for DF Mode. For example, making all clothing have an armor value really alleviates one of the most irritating things in the game (decaying clothing). Also, armored pets sounds pretty cool. I'll be honest, I've only actually read about the things that the Masterwork mod has; yours is the only one I've used (again, adventuring rules). Occasionally though, I get that itch to build a fortress (and pillage it with my adventurer later, lol), and a lot of the Masterwork reactions look cool.

I hope I'm not out of line in asking or bringing any of this up.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on March 24, 2013, 11:54:57 pm
Aquifers are a bit more difficult, but pop caps and such are in the data/init files.

Masterwork is the exact opposite of this mod in terms of adventure mode. It's pretty neglected. However, advfort has kind of alleviated this. Kind of. Everyone is still naked because of the armor level thing you mentioned.
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 25, 2013, 12:05:09 am
Neglected? If I remember correctly the ctrl+a attacks were pretty fleshed out.
Yeah just checked. Although the crafting and such isnt tht great, having different attacks is nice. Although they are kind of easy to do.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on March 25, 2013, 12:16:23 am
Neglected? If I remember correctly the ctrl+a attacks were pretty fleshed out.
Yeah just checked. Although the crafting and such isnt tht great, having different attacks is nice. Although they are kind of easy to do.

They're not fleshed out, they're horribly unbalanced. You only need two: "runs through" and "whirls around with outstretcged (sic) arms". Those were made for more variability in fort mode. In adventure mode, it becomes a horribly unbalanced mess that is too easy to win in.
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 25, 2013, 12:19:55 am
I never used the whirl around attack, and I only ran through when I was sure I could slay my target.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: dirty foot on March 25, 2013, 12:22:55 am
Aquifers are a bit more difficult, but pop caps and such are in the data/init files.

Masterwork is the exact opposite of this mod in terms of adventure mode. It's pretty neglected. However, advfort has kind of alleviated this. Kind of. Everyone is still naked because of the armor level thing you mentioned.
I'm really looking for something that takes the best of both worlds (DF/Adv) and mashes them together. Genesis seems to be working in that direction, which is awesome; I'm just childishly impatient.

I also didn't realize the clothing problem persisted. It wouldn't be so annoying if there were a better way of stockpiling old clothing. Right now, I have to use a macro to dump or sell it all. I guess it sounds like some first world problems, but it really kills the immersion to spend so much time telling my dwarfs to throw their old cloths away and to pick up their new ones.
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 25, 2013, 12:25:51 am
If they don't know how to change clothes - let them suffer.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on March 25, 2013, 12:35:41 am
I never used the whirl around attack, and I only ran through when I was sure I could slay my target.

Try the whirl attack. It bisects humans.

Anyway, the clothing works in dorf mode, just not adventure mode.
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 25, 2013, 02:48:21 am
Question Deon - is there meant to be "special" adv. world gen profiles?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 25, 2013, 02:53:17 am
Is there a way to use this with the Lazy Newb Pack?
No, everything is customized, LNP would break tiles/graphics/other things. Why would you want to? If you want some customization, I can tell you how.
I appreciate the insane response time, and the offer, but I was really leaning more on the lazy part than the knowing. I assume all the stuff in the options of LNP can be modded in the raws? For me, it really boils down to population caps (children, mostly) and aquifers.

Since I have you here, Deon, are there any plans to expand your mod like the Masterwork one (or merge the two)? I absolutely love the work you do (I mostly play adventure), but I like some of the ideas that Meph has in his/her mod for DF Mode. For example, making all clothing have an armor value really alleviates one of the most irritating things in the game (decaying clothing). Also, armored pets sounds pretty cool. I'll be honest, I've only actually read about the things that the Masterwork mod has; yours is the only one I've used (again, adventuring rules). Occasionally though, I get that itch to build a fortress (and pillage it with my adventurer later, lol), and a lot of the Masterwork reactions look cool.

I hope I'm not out of line in asking or bringing any of this up.
All those settings are in init files, not raws.
It's kinda funny how you want to merge Genesis and Masterwork, because Masterwork started with Genesis + a few other mods, it was one of the first things Meph merged in ^^.

Question Deon - is there meant to be "special" adv. world gen profiles?
You could TRY to increase the amount of semi/megabeasts for more fun, but they are already quite high because I've customized them, and you may end with dead worlds. Just play on medium-to-big maps to have enough stuff to do (usually medium is more than enough for a hundred of adventurers :P).

Neglected? If I remember correctly the ctrl+a attacks were pretty fleshed out.
Yeah just checked. Although the crafting and such isnt tht great, having different attacks is nice. Although they are kind of easy to do.
He meant that Meph could not care less about adventure mode, he just merged some stuff in and left it as it is. He's considering this game to be RTS more than roguelike, and I can understand him. I, on the other hand, adore adventure mode and find it immensively cute, so I always spend time trying to make it funnier, balancing encounter rates, addings sounds for animals, tweaking crafting to fit the new advfort et cetera.
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 25, 2013, 03:21:31 am
No - I meant like the "real world" for Fallout. The vamps I've killed seem a tad vanilla strength so far.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 25, 2013, 03:27:50 am
It means they were young. In Genesis vampires can still gain stats and skills (so it's much better to become one than in vanilla), so with time they become beasts.

Lamia are like vanilla vampires, they are stuck with their stats/skills, but they get a big speed boost.

Demoniacs are like possessed people, so nothing too dangerous.

Succubi are not as strong but very agile.

No - I meant like the "real world" for Fallout. The vamps I've killed seem a tad vanilla strength so far.
Ah, no "shaped" worlds yet, although I've planned to make some using Cephalo's utilities. Now when you ask about it, it may be time.
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 25, 2013, 03:30:25 am
Succubi are not as strong but very agile.


Obviously not agile enough to avoid my head decapitating blow.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 25, 2013, 03:34:44 am
Hmm, maybe it's time to make vampires stronger, closer in deadliness to The Thing from Fallout mod? :D
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 25, 2013, 03:41:53 am
From our succession fortress - no.  :P
But What occured to me is the succubi. Did you have them set to female specific? If not, you might need to change the male succubi to inccubi...just a minor error.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Rumrusher on March 25, 2013, 05:48:27 am
fun thing Advfort will allow you to do, body cabinets. never thought I could cram so much into a corpse but hey that's the beauty of Advfort.
now to add back in the 'shove unit into a bag' ability that child snatchers have and see if I could mix that into a cool mechanic. though I think I need the prisioner profession.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 25, 2013, 06:02:33 am
I think I am going crazy. I start to understand and actually follow Rumrusher along with his ideas...
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 25, 2013, 07:42:51 am
http://www.bay12forums.com/smf/index.php?topic=124300.0

There you go, I've decided to write about my Nordic Adventurer.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: dirty foot on March 25, 2013, 10:25:53 am

Is there a way to use this with the Lazy Newb Pack?
No, everything is customized, LNP would break tiles/graphics/other things. Why would you want to? If you want some customization, I can tell you how.
I appreciate the insane response time, and the offer, but I was really leaning more on the lazy part than the knowing. I assume all the stuff in the options of LNP can be modded in the raws? For me, it really boils down to population caps (children, mostly) and aquifers.

Since I have you here, Deon, are there any plans to expand your mod like the Masterwork one (or merge the two)? I absolutely love the work you do (I mostly play adventure), but I like some of the ideas that Meph has in his/her mod for DF Mode. For example, making all clothing have an armor value really alleviates one of the most irritating things in the game (decaying clothing). Also, armored pets sounds pretty cool. I'll be honest, I've only actually read about the things that the Masterwork mod has; yours is the only one I've used (again, adventuring rules). Occasionally though, I get that itch to build a fortress (and pillage it with my adventurer later, lol), and a lot of the Masterwork reactions look cool.

I hope I'm not out of line in asking or bringing any of this up.
All those settings are in init files, not raws.
It's kinda funny how you want to merge Genesis and Masterwork, because Masterwork started with Genesis + a few other mods, it was one of the first things Meph merged in ^^.

I didn't know that; kind of funny. I just like to use my world for both my fortresses and adventuring. Your adventuring ideas are awesome, and Meph's fortress stuff is interesting. Although it would be really cool to completely merge the two so I could have a functioning fortress AND play my hero at the same time, I was originally looking for something that just allowed me to use both your mods in the same generated world. After having talked to you, I'm starting to wonder if it is possible to have both games at the same time.

I'd say I was interested in making my own mod to try such a thing, but school would not permit it at this time. Hopefully this summer will change that.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 25, 2013, 10:47:50 am
It's impossible because Meph uses a very old version of Genesis, and there would be too many conflicts. Also both mods are total conversions, so yeah...
We don't plan to "merge" these two mods for a few reasons.

1) Meph has created a very big "basis" by merging many large mods together already. Swapping old genesis with new one would be a colossal work.
2) Meph has already lots of cool stuff made by himself and people who work with him, so again we're kinda going our own ways (although we help each other with ideas and news, Meph constantly keeps me up to date on new scripts for dfhack and stuff).
3) I am not interested in it because I'd like to keep my world under control. I like to control everything I have in my mod and keep current game balance, design etc in my head. If I merged a few big mods I would not be able to keep track of everything due to big differences in modders' thinking and designs.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Alkhemia on March 25, 2013, 02:55:50 pm
I was working on a mix mod a long time ago with Masterwork, Genesis, and LFR + other mods and it was a nightmare to merge.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Meph on March 25, 2013, 03:43:31 pm
Quote
I like some of the ideas that Meph has in his/her mod for DF Mode. For example, making all clothing have an armor value really alleviates one of the most irritating things in the game (decaying clothing).
I dont even use this. ^^

And yeah, when I started modding I was playing oldGenesis myself and deon is one of the people who helped me start with modding. And we indeed switch ideas a lot, and indeed we are both not interested in merging anything. Genesis, Fallout and Lordofthe Rings (kudos for writing 3 mods at the same time and not going crazy btw) have a very distinct lore and feeling, while MasterworkDF is more a MashUp Crossover thingy, with the settings and all that. I personally never even considered a consistent lore or background story for MasterworkDF. And my adv mode support is non-existant.

Speaking of adv mode and merging stuff, deon, didnt you want to write a module on advfort and leave me a PM when its done? You mentioned I might be interested in the results. ;)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 25, 2013, 03:57:38 pm
It's currently experimental for Fallout mod, but it won't be hard to remake for fantasy setting if it's playable enough. I am going to start a succession adventure world to see how it works.
I also slowly work on a fantasy version for LOTR mod, that version I am going to show to you once it's done (no time for everything, damn it :O).

Basically there will be different resources: ingots, blades, shafts, planks etc which do not appear in fort mode as intermediate products, and there will be less workshops which will still allow to create most of the stuff. If it's not too tedious, it's going to be o-kay.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: rosareven on March 26, 2013, 05:33:27 pm
Hi Deon, love the Genesis mod since version 3 when I first started playing. I have a question with Reborn Fortress mode and please forgive me if it was already answered: are we still able to make rock tools like back in version 3? Also I saw a lot of "make wooden tool" options repeating in the carpenter's workshop. What are they?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 26, 2013, 06:43:34 pm
I should check wooden tools, don't remember seeing them there. You cannot add new reactions to carpenter's workshop, so it's probably a side-effect of something.

You can make rock-tip arrows and bolts in fletcher's workshop, but no tools. Work for them! :D
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: rosareven on March 26, 2013, 07:21:53 pm
I should check wooden tools, don't remember seeing them there. You cannot add new reactions to carpenter's workshop, so it's probably a side-effect of something.

You can make rock-tip arrows and bolts in fletcher's workshop, but no tools. Work for them! :D
Ah fair enough. I'm a noobish player and the rock tools were handy when they lasted. I generated a world with a lot of resources though so I'll survive XD

Another question, I can't seem to find large pot in the craftsdwarf workshop even though they're in un-modded DF. Is it intentionally removed as well?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 26, 2013, 07:35:22 pm
They are avaliable, check again. It's under rock-> ...
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Rammon on March 26, 2013, 08:51:21 pm
I started playing as an outsider, but I can't get and equip a bag, is this some bug or there's some bags you cant equip??

BTW, Im playing as a lord
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on March 26, 2013, 08:54:14 pm
You can't equip bags; you can equip backpacks.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Rammon on March 26, 2013, 09:13:32 pm
You can't equip bags; you can equip backpacks.

Oh man, thanks for the info, Im new to the game and Im just trying the adventure mode, now Im going to search for it.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 26, 2013, 09:19:39 pm
You can get a backpack easily.

Just butcher a creature, tan its hide, then build leatherworker's workshop and make your own.
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 27, 2013, 03:23:36 am
I met a dragon Deity early this morning in Genesis. He had started a Library-Fortress and was quite friendly. His graphic, on the other hand, only filled half of the square and looked squished.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 27, 2013, 03:35:23 am
Thanks, it means I made a typo in one number, I will fix it asap.
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 27, 2013, 03:37:44 am
No! Not ASAP - I actually have a surviving adventurer!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 27, 2013, 04:36:54 am
It's just a fix in a text file, you can do it yourself.


in graphics_animal.txt

[TILE_PAGE:DRAGON]
   [FILE:animal/dragon.png]
   [TILE_DIM:18:18]
   [PAGE_DIM:1:5]

should be


[TILE_PAGE:DRAGON]
   [FILE:animal/dragon.png]
   [TILE_DIM:18:18]
   [PAGE_DIM:2:5]
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 27, 2013, 04:40:03 am
Yeah I know about that - tried mixing a whole bunch one time - I needed riflemen and pistoleers fro the Humans. Too much work for too little reward.
Now serious now Deon. Being serious now bro. Utility Spiders? The Nords train giant spiders? And Crystal Lizards?  :o
That is badass.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 27, 2013, 04:41:29 am
Utility spiders are robots, and they most likely traded from them with dwarves.
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 27, 2013, 04:46:34 am
Hmmm...it seems like it was a bad idea to change into wolf form to avoid my foot injury - I am bereft of equipment and food.
Damn.
Clockwork constructs. That's nice man.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 27, 2013, 11:01:08 am
You will revert back to human after some time. Just sleep.
Title: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Big_James_B on March 27, 2013, 11:05:55 am
No - I had to flee and left my equipment in the wilderness.
Had to scavenge several forts for a full set of clothing and armour again.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 27, 2013, 11:28:16 am
You could also craft some. But scavenging is faster :).
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: rosareven on March 27, 2013, 04:51:45 pm
Hi Deon,

Sorry to bother you again. Large pot just wouldn't show up on craftsdwarf rock menu. I created another world and it's not there either.

(http://img197.imageshack.us/img197/8939/largepotmissing.PNG)
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 27, 2013, 05:07:59 pm
Are you sure you are playing my mod? :D

This is how it looks:
(http://img.ie/cgmo7.png)

P.S. You seem to have modded the game somehow, is it just a tileset or more?
It looks like you've deleted the file with tools or something.

P.P.S. Are you sure you did not try to overwrite default DF raws with my install? Does your errorlog.txt say something?
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Sefarian on March 27, 2013, 06:32:55 pm
Heyo. Long time lurker, first time poster. I loved the idea of the advfort, so I just had to try it. Running into some problems though, thought maybe someone in this thread could tell me what I'm doing wrong?

I successfully made my initial tools just fine, chopped down a tree, and was going to start getting ready to do some digging, but I wanted to get some supplies ready first. Problem is, every time I try to gather plants, nothing happens. I'm sitting on top of a prickle berry bush, and pressing alt+num5 like it said to in the manual, but nothing happens. I tried waiting in place, but again, nothing happens. Am I doing something wrong? Is there a step I missed? Is the solution staring me in the face and I just missed it? Halp? =D
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 27, 2013, 06:38:43 pm
Heyo. Long time lurker, first time poster. I loved the idea of the advfort, so I just had to try it. Running into some problems though, thought maybe someone in this thread could tell me what I'm doing wrong?

I successfully made my initial tools just fine, chopped down a tree, and was going to start getting ready to do some digging, but I wanted to get some supplies ready first. Problem is, every time I try to gather plants, nothing happens. I'm sitting on top of a prickle berry bush, and pressing alt+num5 like it said to in the manual, but nothing happens. I tried waiting in place, but again, nothing happens. Am I doing something wrong? Is there a step I missed? Is the solution staring me in the face and I just missed it? Halp? =D
Nah, the problem is, to work on YOUR tile, you just need to press JUST numpad 5. Did I write Alt+numpad5? Alt is just for directions. It's my fault then, gonna fix it for the next manual version.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Sefarian on March 27, 2013, 06:45:25 pm
And the prickle berries are now in the palm of my hand~.

Thanks for clarification on that.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: rosareven on March 28, 2013, 02:48:56 pm
Are you sure you are playing my mod? :D
I installed CLA "standalone" package into your mod. That must have messed it up. Will edit this post later after I reinstall Genesis.

EDIT: Yeah just realised CLA standalone package replaces some object raw that messes up crafting menu. Now I feel dumb. The "make wooden tool" options in carpenter workshop is gone too.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Ragnarock on March 31, 2013, 04:31:17 am
So Deon, is there any chance you'll release this mod with a launcher? Like lazy newb or masterwork. Or maybe I'm missing something? Cuz I can't find the launcher anywhere, it starts the game and dfhack right away.


And btw, couldn't find it in the manual or first post - what's the difference between vagabonds, treasure hunters and dalesmen? They seem to not build civ sites, and have no natural abilities, so I'm confused.


Holy shit, I just noticed it's 5.21 already. Been playing 5.18 for the past month... downloading!
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: sackhead on March 31, 2013, 07:06:03 am
What would having a launcher achieve. Masterwork has one for its options. LNP for the utility. when you run Genesis dfhack runs with it and their is nothing else needed
also try the big blue line of text under the picture

Also Dalesman are your basic Human Civ and Treasure hunters and vagabonds are a custom class saught of thing read the OP
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 31, 2013, 08:03:51 am
Sackhead summed it up. Dalesmen are former Keepers from oldGenesis. They build castles, wear knight armor and are basically medieval landlords. You can read their Lore in the first post.

Magicians, vagabonds, treasure hunters, barbarians and necromancers are all "classes" for adventure mode with tweaked skill learn rates, custom abilities and stats.


I maintain 3 mods currently, so writing a custom launcher is a possibility, but adding more features to mods and writing manuals is a top priority, right? :D

Also Masterwork HAS to have a launcher (it combines too many mods, so people may want to tweak what they want), but in case of Genesis, it's my mind's little baby, set up how I see it right, so I don't know why would you want to toggle features OFF. Would you cut off fingers of your baby? :D
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on March 31, 2013, 12:24:37 pm
Is it just me, or is it designed this way? I can't seem to find the Metalsmith's Forge workshop for AdvFort, so I can't craft weapons from materials that I smelted.

Oh, and minor text bug: The craft an anvil reaction for ADV mode has the same name as the Make a Pick one.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 31, 2013, 12:30:47 pm
Wait, haven't I fixed that one? Derp. I've fixed them on my end but I guess I haven't uploaded the fix yet. Thanks, I will do it at once.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on March 31, 2013, 12:38:50 pm
Mhmm. I guess I'll be waiting for the bug fixes. ;D
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.21] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 31, 2013, 12:47:56 pm
Yep, it's just a minor typo. Another problem was with the forge (and glass furnace, and wood furnace). Advfort script for some reason requires you to type their names differently from other workshops, so they were not read correctly. I've just figured out how to fix that, thank you for the report. I will fix it now.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 31, 2013, 01:29:52 pm

5.22
- Fix: adventure mode rock anvil reaction.
- Fix: adventure mode metalsmith forge, glass furnace and wood furnace creation.
- Fix: alchemical still is called alchemical lab.
- Add: ability to make fire/inferno/webbing blocks in alchemical lab (for catapults).
- Add: adventurers can carve spellstaves from a bone and a cut gem.
- Add: adventurers can conjure spellbolts for spellstaves from cut gems.
Title: Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on March 31, 2013, 01:34:17 pm
Awesome work, Deon!  8)

Time to download the sh*t outta this.
Title: Re: Discontinued
Post by: Xantalos on March 31, 2013, 03:55:58 pm
Wait, discontinued?! What happened oh April 1st.
Or not...ah well. Twas good while it lasted.
Title: Re: Discontinued
Post by: My Name is Immaterial on March 31, 2013, 04:02:23 pm
Wait, discontinued?! What happened oh April 1st.
Or not...ah well. Twas good while it lasted.
I am very tempted to say that he is trolling us, or was hacked. T'was a bit too sudden. Can we get clarification?
Title: Re: Discontinued
Post by: IamanElfCollaborator on March 31, 2013, 04:04:51 pm
Indeed. I'm rethinking my response.
Title: Re: Discontinued
Post by: Gervassen on March 31, 2013, 04:10:31 pm
trololol
Title: Re: Discontinued
Post by: The Darkling Wolf on March 31, 2013, 04:11:33 pm
Oh noes.

Well played :P
Title: Re: Discontinued
Post by: Big_James_B on March 31, 2013, 05:10:22 pm
Wait, discontinued?! What happened oh April 1st.
Or not...ah well. Twas good while it lasted.
I am very tempted to say that he is trolling us, or was hacked. T'was a bit too sudden. Can we get clarification?

Considering Deon gave a reason for "discontinued" on his Fallout Mod Thread; the "discontinued" now looks a little dodgy...
<_<
>_>
Title: Re: Discontinued
Post by: Xantalos on March 31, 2013, 05:19:24 pm
Wait, discontinued?! What happened oh April 1st.
Or not...ah well. Twas good while it lasted.
I am very tempted to say that he is trolling us, or was hacked. T'was a bit too sudden. Can we get clarification?

Considering Deon gave a reason for "discontinued" on his Fallout Mod Thread; the "discontinued" now looks a little dodgy...
<_<
>_>
His avatar has nothing to do with it.
Title: Re: [MOD] GENESIS Reborn [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on March 31, 2013, 08:42:09 pm
(http://img.ie/9zqe0.gif)
Title: Re: [MOD] GENESIS Reborn [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Xantalos on March 31, 2013, 08:54:06 pm
Going to the man who has gone where no man has gone before where no man has gone before save for the guy who has gone where no man except him has gone before!
Title: Re: [MOD] GENESIS Reborn [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: CptCrunchy on March 31, 2013, 11:51:38 pm
Going to the man who has gone where no man has gone before where no man has gone before save for the guy who has gone where no man except him has gone before!

brb stealing that for my sig, so that all shall remember the day when Deon tricked us all without mercy.
Title: Re: [MOD] GENESIS Reborn [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 01, 2013, 12:15:31 am
Youtube is ending! Did you know they pick a winner tonight and shut down youtube? (http://www.youtube.com/watch?v=xhLxnlNcxv8)
Title: Re: [MOD] GENESIS Reborn [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on April 01, 2013, 12:17:02 am
The song of Deon's people. (http://www.youtube.com/watch?v=1orMXD_Ijbs)
Title: Re: [MOD] GENESIS Reborn [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 01, 2013, 12:17:49 am
Yep, that guy is russian.
Title: Re: [MOD] GENESIS Reborn [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 01, 2013, 03:55:56 am
Hmm.. I can't seem to forge weapons, even with coal on the ground and a stack of metal bars on the other. And I'm not really sure why most of the stone walls I see in Dherim cities are made out of "Rock" stone; as in the generic rock type, instead of granite, phyllite, etc.
Title: Re: [MOD] GENESIS Reborn [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 01, 2013, 07:49:41 am
I think forge may be unusable due to weird menu, I'll check. If it's the case I will make a custom forge.
Title: Re: [MOD] GENESIS Reborn [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 01, 2013, 11:31:20 am
Hmm.. yeah, I think it's because of that. However, I can still craft anvils, mechanical parts and others out of any and all metal materials in their respective menus. Just minted iron coins, in fact.

On another note, I can't seem to get the spellstaff charges to work, as in it doesn't seem to cast its spell. Does it need to pierce the victim before it works?
Title: Re: [MOD] GENESIS Reborn [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 01, 2013, 11:59:59 am
Nope. Iiii think I forgot "projectileExpansion" line in dfhack.init. Add it.

I will fix it for the next release.
Title: Re: [MOD] GENESIS Reborn [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: metgyre on April 01, 2013, 12:42:56 pm
so, i discovered that i have a Lamia in my fortress.  Purely on accident.  Damn Dwarf Therapist.  What do Lamia do, exactly?  I'm not sure if i should be scared or not.
Title: Re: [MOD] GENESIS Reborn [5.22] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 01, 2013, 01:28:25 pm
It's a vampire type.

By the way, I was busy planning my next overhaul when I pulled that April Fools joke.

The castes will be gone as they are, and instead dwarves will be divided by "noble houses". You will be able to move them from house to house.

Current houses:
Code: [Select]
+ House of Anvil +
MINING
DETAILSTONE
MASONRY
DESIGNBUILDING
SMELT
FORGE_WEAPON
FORGE_ARMOR
FORGE_FURNITURE
METALCRAFT

+ House of Gears +
WOODCUTTING
CARPENTRY
BOWYER
SIEGECRAFT
SIEGEOPERATE
MECHANICS
OPERATE_PUMP

+ House of Hearth +
ANIMALTRAIN
ANIMALCARE
DISSECT_FISH
DISSECT_VERMIN
PROCESSFISH
BUTCHER
TRAPPING
TANNER
BREWING
MILLING
PROCESSPLANTS
CHEESEMAKING
MILK
COOK
PLANT
HERBALISM
FISH
WOOD_BURNING
LYE_MAKING
SOAP_MAKING
POTASH_MAKING
DYER
BEEKEEPING
SHEARING

+ House of Jewels +
WEAVING
CLOTHESMAKING
EXTRACT_STRAND
CUTGEM
ENCRUSTGEM
WOODCRAFT
STONECRAFT
GLASSMAKER
LEATHERWORK
BONECARVE
KNAPPING
SPINNING
POTTERY
GLAZING
PRESSING
WAX_WORKING

+ House of Steel +
AXE
SWORD
DAGGER
MACE
HAMMER
SPEAR
CROSSBOW
SHIELD
ARMOR
PIKE
WHIP
BOW
BLOWGUN
THROW
MELEE_COMBAT
RANGED_COMBAT
CONCENTRATION
DISCIPLINE
LEADERSHIP
MILITARY_TACTICS
COORDINATION
WRESTLING
BALANCE
BITE
GRASP_STRIKE
STANCE_STRIKE
DODGING
MISC_WEAPON
SNEAK
SWIMMING
TRACKING
SITUATIONAL_AWARENESS

+ House of Scrolls +
ALCHEMY
MAGIC_NATURE
DRESS_WOUNDS
DIAGNOSE
SURGERY
SET_BONE
SUTURE
CRUTCH_WALK
PERSUASION
NEGOTIATION
JUDGING_INTENT
APPRAISAL
ORGANIZATION
RECORD_KEEPING
LYING
INTIMIDATION
CONVERSATION
COMEDY
FLATTERY
CONSOLE
PACIFY
KNOWLEDGE_ACQUISITION
WRITING
PROSE
POETRY
READING
SPEAKING
TEACHING

There will be more, and some hidden houses.

Workshops will see an overhaul too.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 02, 2013, 12:49:43 am
Genesis Reborn 5.23

(http://img.ie/chbbp.png)

General:
- Dwarven castes are changed to noble houses.
- You can build Chapterhouse, currently cosmetic, soon with new caste changing options!
- Only civilized creatures need bones to be set/splinted. Animals and the like regenerate bones just fine.
- Timberyard replaces sawmill + furniture workshop.
- Fire/inferno/webbing spellbolts and blocks WORK.
- Bronze Centurion creation now affects a creature in the workshop rather than an operator. Get souls of your dogs! It means you can train those centurions now too.
Adventure mode:
- New building - adventurer's forge.
- You can smelt bars into ingots in smelting pits (and back if you need to).
- Forge weapons and armor in adventurer's forge from ingots.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Meph on April 02, 2013, 12:53:00 am
Quote
- Fire/inferno/webbing spellbolts and blocks WORK.

Blocks? Could you post some more infos about that? I assume the spellbolts are itemsyndrome using ammo types, but what are fire/inferno/webbing blocks?

And nice one with the guildhouse, you were faster then me :P
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on April 02, 2013, 12:53:51 am
projectileExpansion on top of that.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 02, 2013, 12:55:29 am
Quote
- Fire/inferno/webbing spellbolts and blocks WORK.

Blocks? Could you post some more infos about that? I assume the spellbolts are itemsyndrome using ammo types, but what are fire/inferno/webbing blocks?

And nice one with the guildhouse, you were faster then me :P
Blocks and spellbolts use Putnam's projectileExpansion.

Blocks are for catapults.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Rumrusher on April 02, 2013, 01:29:07 am
man once I get Spawnunits to work with out crashing the unit upon creation(before it did that due to spawning too many now it crash on attacks) then I can see if it's possible to set up a 'golem' spawning system that will make golems units of a fort/companions.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 02, 2013, 01:35:56 am
I would be interested in working spawning, but it's already "working" well, because need of souls to make constructs is understandable. Looking forward to your success.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Wilm0chimp on April 02, 2013, 02:49:48 pm
Hey Deon I know this might be a dumb question, but in adventure mode do the non human races still have civilization sites you can visit? I know they were removed by Toady in vanilla pending future changes to adventure mode.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 02, 2013, 03:00:42 pm
there're no "humans" in Genesis :). Multiple races use towns which you can visit.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 02, 2013, 04:07:28 pm
Adventure Mode again.

Checked the Adventurer's Forge if I could do anything, and I found that there were no reactions. Having modded my copy of Genesis Reborn (TM) extensively, I tried the same thing again in Vanilla G.R, and same thing. I moved the rest of the reactions to the smelting pit, and there they were.

I believe you forgot to enable the advforge reactions?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 02, 2013, 05:10:59 pm
What do you mean by "enable"? I will test it, but there should be no need to "enable" it.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 02, 2013, 05:12:49 pm
Herp/derp.

In building_adventurer.txt change BUILDING_FURNACE of adventurers forge to BUILDING_WORKSHOP. It may be a reason.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 02, 2013, 05:32:20 pm
Yep, confirmed, custom furnaces don't work with advfort. For now change BUILDING_FURNACE to BUILDING_WORKSHOP on the adventurers forge.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Goncyn on April 02, 2013, 08:01:08 pm
I might be missing something, but I'm having trouble shearing goats and aurochs. The job cancelation says "no creature." Is there something I need to do?

Edit: I think I was just misunderstanding how shearing works. I expected animals I embarked with to be ready for shearing immediately, but from searching mantis, it looks like maybe I just have to wait until they have exceptionally long wool?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Relicknowles on April 03, 2013, 12:04:29 pm
Hello New to Genesis and figuring out most of it on my own trying not ask noob questions but i can not seem to get things built in adventure mode. It seems to designate the build but cant get it to actually build. i do ctrl+x select "build" Select "leatherworks" then hit numbpad5 and it designates but doesnt build it. have tried just keep hitting numbpad5 and tried it hitting numpad5 then numpad 0 many times but doesnt work. pls help lol

also just tried building walls,chairs and other workshops. i know its somthing i am doing wrong but not sure what. i have read the manual and think i am doing it right but obiously not. is there a youtube channel for tutorials for adventure mode genesis?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 03, 2013, 01:25:19 pm
It's hard to explain. To continue to build a workshop, press numpad 5 while standing in its top-left corner. Make sure all items are on the ground and nothing obstructs the construction. If you drop items on the place of workshop, it won't be built. Drag them away.

About walls, it's easier. At first you designate it with alt-numpad4 or something, so the wall designation appears. Then you do the same, and your character walks to get a building material, and builds it.

Make sure you are well-fed and full of water :). Sometimes your character will try to look for food/water instead of doing things.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Relicknowles on April 03, 2013, 03:43:26 pm
Ok thanks i will try that. I am starting to see its a bit tricky at times. I just went ahead and made a fortress with workshops in it and made it a lair with DFhack so i got a home base. Loving the gen adventure mode alot so far though man keep up the good work :D
ok sweet got it all to work and built a workshop in adventure mode. thaks for the help :D
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Rumrusher on April 04, 2013, 12:22:11 am
It's hard to explain. To continue to build a workshop, press numpad 5 while standing in its top-left corner. Make sure all items are on the ground and nothing obstructs the construction. If you drop items on the place of workshop, it won't be built. Drag them away.

About walls, it's easier. At first you designate it with alt-numpad4 or something, so the wall designation appears. Then you do the same, and your character walks to get a building material, and builds it.
well you can build by standing on any part of the building, or alt move into the building. though if any item needed to build it doesn't get added to the workshop it's best to retry or remove the items.

Quote
Make sure you are well-fed and full of water :). Sometimes your character will try to look for food/water instead of doing things.
this is where having adventure mode reactions that allows the player to craft items that they normally don't need to feed and save them the time to search for food.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Relicknowles on April 04, 2013, 11:21:35 pm
Thanks for all your help so far. Another question. I found Lignite which usually can be smelted it seems into Coke for fuel but its not listed in the smelter as an option. am i supposed to use a different workshop?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 04, 2013, 11:38:21 pm
Smelters don't work with AdvFort (Ctrl+X menu), but there is a way to acquire fuel. You need logs and need to "Burn wood" in the adventure mode crafting menu.

In short, you need to cut trees.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 04, 2013, 11:51:07 pm
It's smelted in smelter. If the reaction is red, use manager screen or rebuild the smelter, it's a common DF problem with not seeing items.

P.S. Ah, Smelter is a furnace, so if you try it with adv. mode, there's a bug with advfort which I already reported, you cannot use furnaces, only workshops. If you speak of fort mode though, it should be working fine.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: DwarfOfTheLand on April 05, 2013, 01:17:30 am
Question, can you play as a hostile race?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on April 05, 2013, 01:20:38 am
Yeah, just add [BABYSNATCHER] to the dorf raws and generate a new world :P
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Relicknowles on April 05, 2013, 01:23:43 am
It's smelted in smelter. If the reaction is red, use manager screen or rebuild the smelter, it's a common DF problem with not seeing items.

P.S. Ah, Smelter is a furnace, so if you try it with adv. mode, there's a bug with advfort which I already reported, you cannot use furnaces, only workshops. If you speak of fort mode though, it should be working fine.

yeah i should have said i was playing in Adv mode. logs for fuel it is then lol
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Undeadlord on April 05, 2013, 03:34:57 pm
Is it normal to be able to capture another sentient race and then use them as a pet? I was closing a bridge during a siege and a Dalesman(woman) got caught and flung into a trap. I released her, but saw that she was listed under my pets. I then attached her to a rope and made her guard my border :) Is that normal?

http://www.wyvernscave.us/images/Dalesman.jpg
http://www.wyvernscave.us/images/Dalesman2.jpg
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tsumi on April 05, 2013, 05:55:23 pm
Popping in to say how much I like this mod, and to ask a quick question.

How on earth do I train animals in fortress mode?
It took me a while to find the "ready for slaughter" option, since I had to use view units rather than the Units list. But I can not for the life of me figure out how to train my scarabs/hounds/mastiffs. I have an animal training zone set up, a kennel and have looked around with the animals pastured and not.

Please help, It's driving me nuts....  :'(

thanks in advance.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Undeadlord on April 05, 2013, 06:27:26 pm
Popping in to say how much I like this mod, and to ask a quick question.

How on earth do I train animals in fortress mode?
It took me a while to find the "ready for slaughter" option, since I had to use view units rather than the Units list. But I can not for the life of me figure out how to train my scarabs/hounds/mastiffs. I have an animal training zone set up, a kennel and have looked around with the animals pastured and not.

Please help, It's driving me nuts....  :'(

thanks in advance.

When you press Z and select Animals, then when you go over an animal that can be war or hunter trained, the options at the bottom will light up. W for war and H I think for Hunting. Then choose a trainer with T, that should get them going!
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tsumi on April 05, 2013, 06:34:03 pm
Popping in to say how much I like this mod, and to ask a quick question.

How on earth do I train animals in fortress mode?
It took me a while to find the "ready for slaughter" option, since I had to use view units rather than the Units list. But I can not for the life of me figure out how to train my scarabs/hounds/mastiffs. I have an animal training zone set up, a kennel and have looked around with the animals pastured and not.

Please help, It's driving me nuts....  :'(

thanks in advance.

When you press Z and select Animals, then when you go over an animal that can be war or hunter trained, the options at the bottom will light up. W for war and H I think for Hunting. Then choose a trainer with T, that should get them going!


Yeah... that's what I thought as well... there are no options for that on my screen though... that's what has me confused. When I press Z and go to animals, the options for slaughter and train aren't there. Not even the words... lol. I'm trying a new download now, to see if I mucked something up somehow... heck if I know.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 05, 2013, 06:36:35 pm
(http://img.ie/9zv3h.png)

Options are there.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tsumi on April 05, 2013, 06:42:51 pm
As they should be >.< I have no idea what I've managed to do... The only options on that screen in my fort was scroll and toggle pet availability. I redownloaded and started a new fort though, and it seems to be fine, but My first fort was simply against me having trained pets I suppose. Oh well, It's fine now anyways.

Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Relicknowles on April 05, 2013, 07:14:28 pm
Hello forgive me if my questions would be better asked else where but i know that many things are different in genesis than DF original. Such as weapons. Been searching to try and figure out which weapons are one handed and which are 2 handed. only thing i can think of is going by weight. cobalt for each they weigh broardsword 4r, bastard sword 6r and longsword 8r. so does that mean the longsword is the 2 handed sword? cause in DF original longsword is a onehander i thought. btw if there is a link to where this info is listed that would be great since DF wiki only talks about the original and not your sweet ass modded version :P thanks again :D
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 05, 2013, 10:39:16 pm
Broadsword is one handed.

Bastard sword is, according to Wikipedia, a sword midway in length to that of a short and long sword.

Long swords in ancient times are pretty long, so yeah, longswords are twohanded.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: smakemupagus on April 05, 2013, 10:47:26 pm
The property you want to look at is TWO_HANDED

http://dwarffortresswiki.org/index.php/Weapon_token
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Relicknowles on April 06, 2013, 06:52:08 am
ok sweet i am a noob but managed to figure out to look into the raw files to see what size requirements are thanks to smake but how do i know what size i am? says i am average size for a dalesman size (70) but the measurements in the raws are in the thousands. I.E.
[ITEM_WEAPON:ITEM_WEAPON_LONGSWORD]
   [NAME:longsword:longswords]
   [SIZE:900]
   [SKILL:SWORD]
   [MINIMUM_SIZE:55000]
   [TWO_HANDED:85000]
   [MATERIAL_SIZE:5]
   [ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]
   [ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]
   [ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]

So i am guessing u have to be at least 55000 to even equip it and if u are under 85000 then u are using it with 2 hands. is that right? and so how do i know how big my dalesman is?   again thanks for your help :D

Also i just tried scanning the raws to see if it was in there but couldnt find it. on the DF vanillla wiki humans are 70000. is that the cause for a dalesman? :D
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 06, 2013, 07:11:42 am
Size 70 is equivalent to [BODY_SIZE:12:0:70000]

So, basically, every single dalesman is using the longsword ([TWO_HANDED:85000]) with two hands by default.

If you want to wield it with one hand, you can lower that number to 65000 or something. Downside is that other races who are about the same size as you are going to wield it with one hand too.

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

One thing, I find the lack of kobolds... I dunno, kinda disappointing. My favorite punching bags are nowhere in sight. But niths, their smaller relatives are. :c
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 06, 2013, 01:08:37 pm
You can still wield it with one hand, it will just require twice as much skill to use.

Regarding other info, there's a manual in the first post. It does not have everything this mod has, I haven't got time to put that in, but now that you've mentioned it I will add armor and weapon properties next to that manual.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Urist Mcfortwrecker on April 06, 2013, 07:28:40 pm
I feel a beastiary would be good to explain what all these new animals do, without digging through the raws, even if you just included "common" creatures such as saprolings and griffons, it would be helpful, especially for fantasy creatures
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Relicknowles on April 06, 2013, 08:07:45 pm
ok yeah thanks for the info new guy! To Deon, yeah I am kinda new to DF in the first place and so i am not sure which parts of your mod are Different than DF vanilla. I am use to having a WIkI that can hold my hand lol. I really do try and search  for answers to my questions before bugging u guys but i can't find updated info if any for the genesis mod. Maybe if i knew more about the moding process in general i could figure it out on my own. Going to start research on that and the Raws. any links that u can provide on updated  info on this mod or moding in general would be awesome and thanks again for the help.  :D
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 06, 2013, 08:39:51 pm
I feel a beastiary would be good to explain what all these new animals do, without digging through the raws, even if you just included "common" creatures such as saprolings and griffons, it would be helpful, especially for fantasy creatures

Concerning the venom glands, you can find most of them on subterranean_1.txt, but it does not cover all the glands.

I think deep spiders have the paralysis gland, sand rats for the fever gland and maybe scorpions for sepsis?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: burchalka on April 07, 2013, 02:51:51 pm
Is there any sense to strive to get venoms to try and use against undead in reanimating biome?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 07, 2013, 09:42:37 pm
Really amazing, I got a dwarven civilization that took over an undead settlement and (i think) allied itself with the void dwellers. Or took over their town. Maybe.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: There Is No Vic on April 08, 2013, 10:14:46 pm
Genesis Reborn 5.23


Great mod, Deon. So glad you added Phoebus graphics. Ironhand was ok, but never was updated for minecarts or tracks.

Timberyard seems to behave strangely with DFHack/workflow constraints. Add Limit from a Saw Wood task in a timberyard gives only the option of blocks any material, ignoring any constraints of blocks any wood. Make Bedroom Set behaves normally with workflow.

Aside: I always thought the idea of making stone cabinets and beds was much more dwarfy. I sometimes mod the old furniture workshop to accept rock blocks.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Urist Mcfortwrecker on April 10, 2013, 04:15:51 pm
Spoiler (click to show/hide)
Doesnt this mean that the axebow uses hammer skill despite being a slashy weapon?
if so a fix would me much apreciated (i have it fixed on my copy, raws are easy to change) this way axe-wielders can sacrifice a little power for range, but how ould this affect combat behaviour? as it is a ranged weapon my guess would be they stand ground while shooting, then switch to slashing away with the axe bayonet, however in some situations this may not be the desired mode, for example, if my voidsteel axebow is the weapon i want to use against a bronze collosus to slice its limbs off, i dont want to chip it to death is there a way to help this? or is it hardcoded?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: burchalka on April 10, 2013, 04:26:57 pm
Maybe make sure they don't have any bolts? So they won't have another choice.
Another thing I remember reading here is that if you give markdwarf squad a kill order - they will engage in melee (provided they can path to target).
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 10, 2013, 09:00:16 pm
Spoiler (click to show/hide)
Doesnt this mean that the axebow uses hammer skill despite being a slashy weapon?
if so a fix would me much apreciated (i have it fixed on my copy, raws are easy to change) this way axe-wielders can sacrifice a little power for range, but how ould this affect combat behaviour? as it is a ranged weapon my guess would be they stand ground while shooting, then switch to slashing away with the axe bayonet, however in some situations this may not be the desired mode, for example, if my voidsteel axebow is the weapon i want to use against a bronze collosus to slice its limbs off, i dont want to chip it to death is there a way to help this? or is it hardcoded?

Crossbows use HAMMER weapon skill. It's to allow seamless transition. And I think one of the reagents used to make an axebow is a crossbow, so it would make sense if it used the HAMMER skill.

Otherwise, just switch the HAMMER to AXE if you're inclined to do so.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tenderroast on April 12, 2013, 11:26:39 pm
Maybe I'm doing something stupid.... but in adventure mode, using Advfort, how the BLEEP do you build the Adventurers Forge? i cant find it in the build menu anywhere.
Its not in the Workshop list, its not in the FURNACE list, and its not in the CUSTOM WORKSHOP list of buildings. So, what the hell am i doing wrong?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 13, 2013, 01:28:14 am
[BUILDING_FURNACE:ADVENTURER_FORGE_ADV]

It's bugged somewhat. Advfort does not allow custom furnaces, so you'll have to change it on your own in the raws to make it appear in the custom workshops list. Change the highlighted part into WORKSHOP in building_adventurer.txt in your (save's) raws.

Deon said that it will be fixed next release.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Doom2soon on April 13, 2013, 04:48:37 pm
I'm having a problem getting the GUI of workflow to work in the current release of this mod. i que up my repeat job and hit Ctr+w and then nothing happens. if i go thru the command line i can enable the plugin but i learned using the gui and would really like help getting it to work. any suggestions? thanks!
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tenderroast on April 13, 2013, 06:31:27 pm
@New Guy
I did that already, but i cant find the building itself in the build menu. It's not there for some reason. And yes, i am using 5.23
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: falconne on April 13, 2013, 08:08:23 pm
I'm having a problem getting the GUI of workflow to work in the current release of this mod. i que up my repeat job and hit Ctr+w and then nothing happens. if i go thru the command line i can enable the plugin but i learned using the gui and would really like help getting it to work. any suggestions? thanks!

You need to have a keybinding in your dfhack.init file for "gui/workflow". See the instructions here (http://www.bay12forums.com/smf/index.php?topic=118872.0).
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 14, 2013, 01:43:03 am
@New Guy
I did that already, but i cant find the building itself in the build menu. It's not there for some reason. And yes, i am using 5.23

It's probably one of these:

1. You didn't apply it to your current save
2. You applied it on both and maybe it needs world generation

I have it working fine for me after applying the fix
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: naisel on April 14, 2013, 03:41:17 pm
-
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tenderroast on April 14, 2013, 11:27:54 pm
@new guy

i deleted all of my saves. Applied the fix. Genned a new world, and still nada. I think im just gonna give up, and change the reactions to using the smelting pit...
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Sanure on April 15, 2013, 03:10:22 am
this may be my favorite mod ever. a fortress? in adventure mode? ive never made such delicious wolf meat rings ever! damn good mod :D
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on April 15, 2013, 08:21:03 am
this may be my favorite mod ever. a fortress? in adventure mode? ive never made such delicious wolf meat rings ever! damn good mod :D

That's a feature in DFHack, so it's in some other mods too.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Sanure on April 16, 2013, 05:20:48 am
i already knew it was :P its just the first time ive seen it in action. and i may have left "also" out in that sentence :/

edit: and the quotations around also...
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 16, 2013, 05:42:54 pm
I've managed to track down and kill a proper vampire (not a succubus, nor a lamia... I want to keep gaining attributes, thankyouverymuch  :P ) with my steel dwarfette demigod, the same who got pwned by the werebeast back a while (5.20 maybe)... but when I drink his blood I don't become a vampire. Tried it from the ground, from a weapon, even from a waterskin. What am I doing wrong?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 16, 2013, 11:06:38 pm
Spoiler (click to show/hide)

Try changing the above in the vampire curses raws. I haven't tested this, but it seems to call for a generic VAMPIRE_CURSE interaction when there is nothing like that.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 17, 2013, 03:05:35 am
Spoiler (click to show/hide)

Try changing the above in the vampire curses raws. I haven't tested this, but it seems to call for a generic VAMPIRE_CURSE interaction when there is nothing like that.

Tried it, still not a vampire  >:( Please tell me I don't need to regen a world for that...
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 17, 2013, 03:26:30 am
You probably need to. /:



About the adventurer's forge thing not showing up, it seems to only show up when you're not a dwarf(or a civ member? Haven't checked), or in short, an outsider.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 17, 2013, 06:21:02 am
Testing it now.

EDIT: nope, still won't work.

EDIT: appears to have worked, maybe the dalesman blood laced with (vampire's name) dalesman blood did the trick. I can feed off unconscious people now... oddly, the ( v ) following my name was gone upon reloading.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 17, 2013, 04:00:11 pm
So, turns out I can become a pyromancer AND a druid. Cool. More testing to follow... for now, note to self: pyromancers die to fire like everyone else  :D I wonder if changing their body tissues to fixed_temp could be done...
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 17, 2013, 09:32:53 pm
Impossible to do within the realm of interactions, barring a body transformation into something much like a red dragon or such.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Crux on April 19, 2013, 05:44:20 am
I have a couple of questions:

Where did the rock beds (rock + cloth) go? :/ Will the Furniture Workshop come back?
What can you do with a Chapter House? I can build it but there are no tasks to set.
Why do all dwarfs have a penalty to masonry?

I am not sure whether it's a bug with Genesis or Dwarf Therapist 20.4 but the caste tag seems to disappear after playing for some time and won't reappear even if I restart both.

Other than that it's still a great mod and thanks for the Pheobus version.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 19, 2013, 08:34:22 am
All dwarves have a 25% penalty to skill learning, which is to say that they're halfway between normal skill gain rates and being slowlearners. That said, if your dwarf belongs to a caste that emphasizes learning certain skills, for example, a dwarf of Anvil emphasizes the following skills: Mining, Stoneworking tree, Smithing tree, Architecture, he has a 25% bonus to skill rates for those skills.

In short, you assigned a non-dwarf of Anvil to do stoneworking.

I kinda miss the furniture workshop, but you can choose to embark with 8 tower-caps, some plants (minimum of 4 diff. stacks) and a large gem to build an Occultic Grove and Shroom Shrine respectively. Inhale spores on the shroom shrine, use the resulting gems on the Grove to grow trees. Then order your woodcutters to cut the trees and make beds with those, or use those logs for the Sawmill.

Currently, there's nothing to do with the chapterhouse, although Deon has said that he will add caste-shifting eventually (on the chapterhouse).
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Crux on April 19, 2013, 11:36:51 am
All dwarves have a 25% penalty to skill learning, which is to say that they're halfway between normal skill gain rates and being slowlearners. That said, if your dwarf belongs to a caste that emphasizes learning certain skills, for example, a dwarf of Anvil emphasizes the following skills: Mining, Stoneworking tree, Smithing tree, Architecture, he has a 25% bonus to skill rates for those skills.

In short, you assigned a non-dwarf of Anvil to do stoneworking.


Ah, I missed that Anvil wasn't only furnace stuff.

Quote

I kinda miss the furniture workshop, but you can choose to embark with 8 tower-caps, some plants (minimum of 4 diff. stacks) and a large gem to build an Occultic Grove and Shroom Shrine respectively. Inhale spores on the shroom shrine, use the resulting gems on the Grove to grow trees. Then order your woodcutters to cut the trees and make beds with those, or use those logs for the Sawmill.

I'd rather piss off the elves.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 20, 2013, 04:58:24 am
Hi guys, I've been wandering underground in cavern layer 3 for a day now (IRL), so far I've found a handful of Cave Trolls, legions of Diggers, Molerats and Alvicians, more adamantine spires than I can count, and a handful of magma pits. What I have not found are animalmen, FBs and Curious Underground Structures. About the latter- will they even appear if I generated a world with 0 random demons, so the only ones down there are the custom ones?

Also, for some reason I can build a craftsdwarf's workshop, but even when I drop raw adamantine in the center tile and stand on it, nothing happens when I select Extract Metal Strand (of which there are 2 reactions... go figure), nor can I make rock crafts out of it.

EDIT: Nevermind, I got it.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 20, 2013, 06:26:30 am
Fun fact: I found a Vulcanite Bastard Sword in a circus tent, in place of an Adamantine one.

Also, the place was completely deserted, so I didn't get to test if circus tent zombies are hostile to druid pyromancer vampires. Though I did find some Bevilith silk webs further down...
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 20, 2013, 09:47:25 am
Unfortunately, there are no tribes of underground cave dwellers/animalmen in this version. Makes me slightly sad because the caves are so empty.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 20, 2013, 10:27:58 am
Funny bug found with dfhack reveal: Fallen bandits are embedded in sewer walls and the earth nearby. The ones in sewer walls can be attacked too.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: There Is No Vic on April 20, 2013, 08:27:43 pm
Looks like House of Anvil does not get that bonus for stone detailing.

Code: [Select]
[SELECT_CASTE:MALE_ANVIL]
[SELECT_ADDITIONAL_CASTE:FEMALE_ANVIL]
[SKILL_RATE:MINING:125:NONE:NONE:NONE]
[SKILL_RATE:DETAILSTONE:NONE:NONE:NONE]
[SKILL_RATE:MASONRY:125:NONE:NONE:NONE]
[SKILL_RATE:DESIGNBUILDING:125:NONE:NONE:NONE]
[SKILL_RATE:SMELT:125:NONE:NONE:NONE]
[SKILL_RATE:FORGE_WEAPON:125:NONE:NONE:NONE]
[SKILL_RATE:FORGE_ARMOR:125:NONE:NONE:NONE]
[SKILL_RATE:FORGE_FURNITURE:125:NONE:NONE:NONE]
[SKILL_RATE:METALCRAFT:125:NONE:NONE:NONE]
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on April 20, 2013, 08:33:09 pm
Looks like a typo to me.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: drayath on April 21, 2013, 04:51:59 am
Hi,
   Been playing around with this a bit this weekend, have a few bits of feeback.

bug: Feed to festive chest reaction apears in the Kiln, i assume this is not intended.

bug: On the embark screen the descriptions for some of the castes only shows the caste name, not the description (e.g. good at xxx) (Edit: [CREATURE:DWARF] missing caste descriptions for castes split between male/female)

balance: Are races other than dwarfs meant to bring bronze centurans on there caravans (I purchased 10 in the first year for various caravans, even if only buyable from dwarves a large cost increase [e.g 1000->50000] may mean you at least have to work a bit to buy them)

Speciablized catapult ammo (fire/web blocks). What stock-piles setting are needed for these so i can set up a feeder stockpile for my catapults (this might be worth adding to the manual as well), tried block-type:spell without success.

suggest: Bone Throne, is it possible to split the sacrifice bones reaction between sac bodyparts/skulls and sac bones. Gives the option of not eating all the bones wanted for making bolts etc. without having to setup custom feeder stockpiles.

doc: Upgrade station. Could do with a brief description of how to use it. (I'm guessing pasture zone at one end/near the workshop, add pets to upgrade and do the upgrade reaction. Does it work on just one centureun/spider or will it affect all in range?)

edit: These might just be things that are in still in progress: No real uses for the blood religion crystal once you have them. Nothing seems to produce the [INORGANIC:EARTHSTONE_GEOMANCER] transformation item.

edit2: The alchemical potions (e.g. FELINE_GRACE_MIX) only seem to have a duration of 1 day (if i am reading the raws right) which makes it not that useful, particually with the ingredients being quite hard to get . If consuming it as a food should the overal duration be around how often a dwarf eats so constant feeding of a potion gives at least some continual affect.

edit3: Could do with a reaction to create a Utility Spider, otherwise can only get if import from merchants. Is it possible to allow (via upgrade?) the Dump Item job, the idea being that you can use these to collect all the items from dead attackers, while keeping you dwarfs save in there civilian burrow.

edit4: bug: Auroch decription claims that they are shearable, but this does not seem to be the case. (seems to be missing a shearable_tissue_layer token)

Anyway having fun so far (even if my military is down to 1 xbow dwarf and 15 bronze war centurans!)
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 21, 2013, 05:17:51 am
The first one is indeed a bug, as there is an actual Festive Chest building.

I don't know about the second as to why the descriptions aren't finished, when the manual has all the information that details the rest of the caste bonuses.

You indeed pasture one of the creatures near the workshop (or even on top of the production area?) and hope the gasses affect your pets. As it is a gas and is not set to \WORKER_ONLY, it can affect multiple pets.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Meph on April 21, 2013, 07:46:20 am
Why are you not using autosyndrome for your reaction_upgrade.txt ? You can only target a creature inside the workshop, while excluding the worker.

Would be a nice touch to add a cleaning interaction to your INORGANIC:SAUNA_STEAM. :)
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 22, 2013, 05:58:18 am
So, I'm playing 5.22 maybe, and having fun. My druid pyromancer vampire steel dwarf adventurer successfully recruited a miner, picked up his pick upon his inevitable demise, and channelled down to cavern layer 3. Not only did I find a completely empty slade temple and an upright masterwork vulcanite bastard sword (maybe it's coded to be the material with the best edge?), I mined some raw adamantine, built a craftsdwarf's workshop and extracted strands. Now, I hear furnaces won't work in advfort, so... is there any way to make dwarven plate armor from those adamantine threads, or I'll have to settle for adamantine clothes? I wonder if those would deflect attacks better than leather.

Also, if I have to melt stuff with smelting pit:
From the wiki: "If you attack a creature, and your blade lodges firmly in the wound, you can use wrestling to duplicate the weapon. Attack a creature, and have the weapon you wish to duplicate lodge in the wound. Then enter wrestling and grab that weapon with your free hand, and move away. You will now have 2 weapons." I wonder if this works, if yes, then I can have an infinite supply of vulcanite.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 22, 2013, 07:06:29 am
If it's 5.22, I don't think so. I tried the Metalsmithy and wasn't able to forge any metal object, save furniture.

If you're really feeling cheaty and stuff, you could just use changeitem on dfhack to change your item to vulcanite, and smelt it. :P
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 22, 2013, 07:39:18 am
If it's 5.22, I don't think so. I tried the Metalsmithy and wasn't able to forge any metal object, save furniture.

If you're really feeling cheaty and stuff, you could just use changeitem on dfhack to change your item to vulcanite, and smelt it. :P

Ok, and will adamantine cloaks, hoods etc atcually protect me more than leather or wool?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 22, 2013, 07:46:39 am
I haven't tested. Can't say for sure. Maybe you'll have luck defending yourself with a cloak than a tunic, however.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Meph on April 22, 2013, 08:01:28 am
Yes, they are better.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 22, 2013, 01:49:55 pm
However, the clothier's workshop menu doesn't offer metal clothing, only cloth, silk and yarn. The weaver's offered inorganic thread which took care of the adamantine strands...
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Meph on April 22, 2013, 01:52:16 pm
Metal clothing is done in the forge.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 23, 2013, 02:31:05 pm
Metal clothing is done in the forge.

Whoops. My bad. Long time since I last played fort mode  :D
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: There Is No Vic on April 23, 2013, 02:31:59 pm
Has anyone gotten Extract from Plants to produce poisons in 5.23 fortress mode? I've got shadowleaves, fly-agarics, and bitter roots nearby in non-burrowed stockpiles.

Fancypants cancels Extract from Plants: Needs unrotten extract-bearing plant plants.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 24, 2013, 12:43:13 am
The extracts should work just fine, they used to work before. Have you tried manager menu?

I will come back to fixing adventure mode forges/smelters soon, definitely this week. I will also patch other dfhack related stuff as well.
Too much work and some new let's playing on youtube, it takes all of my time :D.

By the way, I've been reading Perdido Street Station by China Miéville, so I have a lot of new ideas for my future mod.
I've been sketching while at work a bit :).

(http://img.ie/t0u6u.png)

I will use this as a base: http://www.bay12forums.com/smf/index.php?topic=83877.0

It had to be used for something, right? :D
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 24, 2013, 01:49:03 am
Hmm, interesting. Will this change the Houses caste, or will it be added on top of the houses, like

[DWARF_ANVIL] = [DWARF_ANVIL_ROBOT]
and
[DWARF_GEARS] = [DWARF_GEARS_ROBOT]?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 24, 2013, 02:20:06 am
I have no luck with autosyndrome permanent transformation, that's why that idea of houses is not in yet.

And I've been thinking about an Earthdawn-style mod, with steampunk style. It will be another long project of mine which I finally plan to release. With technology tree and stuff. I have a lot of things I've made for an unreleased Shadowrun mod which should be useful.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Mrhappyface on April 24, 2013, 02:51:49 am
Ha! Deon is alive?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: There Is No Vic on April 24, 2013, 06:47:15 am
The extracts should work just fine, they used to work before. Have you tried manager menu?

I have tried starting the job from both the workshop and manager menu with the same cancellation spam.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: drayath on April 24, 2013, 03:38:32 pm
Couple of minor issues with some of the poisons/potions

focusing concoction
   Skill Check [0-5-1000] Percent=0, Chance=300%
   Add [0-1000] Does not sleep,
   Skill Check [1000-1005-1150] Percent=0, Chance=50%

I assume these should have 100% chance of giveing 300% to the skill roll and then a 50% chance of reducing the skill roll to 50%

empowering
   Skill Check [0-1500] Percent=110, Chance=0%
   Physical [0-1800] Strength(+1, 150%), Toughness(+1, 150%), Endurance(+1, 150%)
   Mental [0-1800] Willpower(+1, 200%)

Same with the skill check here

bloodboil poison
   Bleeding [0-150] (Size Delays,Vascular Only,Resistable,Localized) Power=3000
   Add [Permanent] Does not feel fear,Crazed,

No duration on the no fear and crazed (assuming can add on to this affect, but if not the poison seems somewhat overpowered)
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Nat on April 24, 2013, 10:21:33 pm
I'm having a couple of problems, playing Genesis 5.23.

Mithril - I have both chunks and strands. I can't find where to make wafers though.

Edit 2: I think I made this work. added [METAL_ORE:MITHRIL:100] to the [INORGANIC:RAW_MITHRIL] in the inorganic_g_stone.txt raw.
Can still make mithril cloaks, and now I can make mithril shields too. Hooray!

Magma Sauna Vent - I can't figure out where to put the magma in relation to the vent.

Edit: It looks like Sirmaril had the same problem with the Sauna and fixed it by changing the dimensions of the workshop to be bigger than a 1x1 tile... I'll look up how to do that and see if I can fix it the same way :)

Edit 3: It's working! Just have to ignore the way it looks exactly like a forge now. The unwalkable squares I made in the workshop with my cut and paste antics don't seem to block the steam which is good.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: crazz2323 on April 25, 2013, 08:44:43 pm
Is there a mineral/rock chart describing what all the vanilla DF and new mineral/rocks in Genesis are used for?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: CptCrunchy on April 25, 2013, 09:35:29 pm
Is there a mineral/rock chart describing what all the vanilla DF and new mineral/rocks in Genesis are used for?
I don't think there's a list for the Genesis rock uses, but you can look at them in the Stone tab of the stockpile screen to see what they can be used for.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 26, 2013, 01:53:28 am
Random idea, inspired by a mindfuck present even in vanilla: why are chain lower body armors [SHAPED]? Layering plate armor over chainmail is done on the upper body with no such issues.
trousers-chain mail leggings-greaves sounds more realistic than
trousers-trousers-greaves OR trousers-trousers-chain mail leggings.

Also, I'm a bit confused. Did anyone succeed at becoming a vampire, lamia or demoniac by consuming one's blood, without editing their interactions in the raws? They call for a generic and nonexistent vampire curse when blood is ingested.

And a stray idea (tame): why not give military caste dwarves some minor natural skill, like novice wrestling? They'd bitch less about being conscripted.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: crazz2323 on April 26, 2013, 07:08:40 pm
I noticed the selection of animals during embark does not include any or most of the default Dwarf Fortress animals. Is this by design or am I missing something. I want to bring cats for example...
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Vorsh99 on April 26, 2013, 09:04:34 pm
cant tell by OP, which races are playable?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 26, 2013, 10:34:39 pm
I noticed the selection of animals during embark does not include any or most of the default Dwarf Fortress animals. Is this by design or am I missing something. I want to bring cats for example...

It's by design. You have a new set of pets to choose from, like Bronze Centurions, Batwings, Utility Spiders and the like. If you want classic cat-like action, buy batwings. If you just want something that cleans your fortress without adopting anyone, Utility Spiders are the way to go.

cant tell by OP, which races are playable?

Dwarves on Fortress Mode.

As for Adventurer Mode, you can choose any race save the Void Dwellers. There are also "Outsider Classes" to choose from, such as Barbarians, Magicians, Necromancers, Treasure Hunters and Vagabonds.

Barbarians - They have an ability that makes them immune to pain and boosts their ability to hit an enemy. They have enhanced combat learning rates.
Magicians - They have flame-oriented spells by default. They have default learning rates.
Necromancers - They can raise the dead. Note that it doesn't make you immune to being targeted by the dead until you read a slab that confers immortality or become a vampire.
Treasure Hunters - They do not have any special abilities, but they learn all skills 5x faster than anyone.
Vagabonds - They have a high skill in ambusher, dodging and knife-user. They also have a skill that enhances their speed and makes them immune to paralysis for a time.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Rumrusher on April 27, 2013, 05:19:47 am
I noticed the selection of animals during embark does not include any or most of the default Dwarf Fortress animals. Is this by design or am I missing something. I want to bring cats for example...

It's by design. You have a new set of pets to choose from, like Bronze Centurions, Batwings, Utility Spiders and the like. If you want classic cat-like action, buy batwings. If you just want something that cleans your fortress without adopting anyone, Utility Spiders are the way to go.

cant tell by OP, which races are playable?

Dwarves on Fortress Mode.

As for Adventurer Mode, you can choose any race save the Void Dwellers. There are also "Outsider Classes" to choose from, such as Barbarians, Magicians, Necromancers, Treasure Hunters and Vagabonds.

Barbarians - They have an ability that makes them immune to pain and boosts their ability to hit an enemy. They have enhanced combat learning rates.
Magicians - They have flame-oriented spells by default. They have default learning rates.
Necromancers - They can raise the dead. Note that it doesn't make you immune to being targeted by the dead until you read a slab that confers immortality or become a vampire.

Treasure Hunters - They do not have any special abilities, but they learn all skills 5x faster than anyone.
Vagabonds - They have a high skill in ambusher, dodging and knife-user. They also have a skill that enhances their speed and makes them immune to paralysis for a time.
that can be fix with a script that checks if the adventurer is playing a caste like the necromancer and grant them non mortal status that will slip by the checks of hostile undead.
though I don't know how to write scripts that patch that in.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: crazz2323 on April 27, 2013, 09:20:33 pm
Is there a current/recent tutorial video series for Dwarf Fortress that includes Genesis Reborn that takes you from the beginning on up? I see the let's plays but they don't explain the mechanics/strategies.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: DrPoo on April 28, 2013, 10:27:28 am
Genning worlds takes forever, it rejects around 200 then crashes.
All i did was enable curses and secrets and vampires, and removed bogeymen.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 28, 2013, 12:03:22 pm
Do not enable curses. secrets and vampires. There's already a lot in this mod.

And sometimes worldgen can be stubborn because there's a lot of new races, secrets and the like. Just be patient :). It's only a matter of a bit of time to set a world.

Is there a current/recent tutorial video series for Dwarf Fortress that includes Genesis Reborn that takes you from the beginning on up? I see the let's plays but they don't explain the mechanics/strategies.
None that I remember. I may want a few let's plays in the future explaining new features, it sounds like a nice idea!

I am coming back from work-related hiatus, expect a few patches soon :).
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 28, 2013, 02:43:13 pm
Good to hear that. So, next version, will I be able to start a dwarf adventurer, become a vampire through drinking one's blood without editing the interaction, dig down to cavern layer 3, mine blue stuff, extract strands, cut down and burn some trees for charcoal, smelt adamantine wafers, somehow make an anvil and build a forge, and make my own *adamantine dwarven plate armor* and *full helmet*?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: DrPoo on April 29, 2013, 02:40:41 am
Bah. I try to construct a workshop, it says i have to press Numpad 0 to pass a turn now, so i tired that, many times, wouldnt work. I pressed numpad 6 to move right, i moved right, so the thing started changing around, but i had to trash around myself, eventually change stopped happening. So i tried going into the center of the workshop, a carpenters workshop, pressed TAB.

Nothing happended.

HOW DO I DO THIS?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 29, 2013, 02:45:47 am
You simply press numpad+0. No need to hold alt to perform a job on the same tile as you are.

You have the materials on the floor, right, and it's not an economic stone, right?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: DrPoo on April 29, 2013, 05:10:26 am
Wait.. do i need stone for this? Where can i see the resources required for the different workshops?
Would be nice if it atleast told me i was out of resources.æ
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 29, 2013, 05:43:26 am
That's AdvFort's problem. Could probably be tweaked, but I know jack about DFHack.

Depends on what workshop you're making. A carpenters workshop just needs the usual building mats - wood, stone or blocks - to build it. If you are making a forge, well, you're going to need an anvil and firesafe stone. Since AdvFort can't check the status menu, you can't set which stone is economic or not.

You can get a gist of what you need to construct custom buildings on the building_adventurer and building_custom.txt

Everything else, I guess you can rely on the wiki.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on April 30, 2013, 02:31:42 pm
Deon, would you consider adding some cavern civilizations in place of the removed vanilla ones? Someone big and brave and strong, with good weapons and armor, so they make good companions for any adventurer that recruits them.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 30, 2013, 04:58:15 pm
I will consider it!

I've decided to incorporate my steampunk elements in Genesis instead of starting another major project. It will make it better and I won't leave Genesis for dead this way, and it will also require less time and will have a good balanced base.

So I am reworking some noble tiles:
(http://img.ie/ccdqz.png)

Also new uniforms for soldiers, with WW-style caps and with trenchcoats:
(http://img.ie/coazv.png)
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Urist Mcfortwrecker on April 30, 2013, 05:45:53 pm
The manual is somewhat lacking, especially in the unique stuff, like poisons and the new metals and weapons, i had to do arena testing to figure out what to arm my military with, so some explanation of that would be nice, but i think it has to be cleaned up a lot, as it would require no coding and would help a lot for those new to the mod
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Meph on April 30, 2013, 07:13:57 pm
Quote
soviet-style caps and with trenchcoats
Hehe, vherids soviets tileset would fit perfectly with those. How did you jump from steampunk to mother russia?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on April 30, 2013, 07:48:17 pm
You know, not only russians had caps for soldiers. Germans, italians, almost any WW-era soldiers had uniforms with trenchcoats and caps.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on April 30, 2013, 08:20:51 pm
Y'know, it might be an interesting idea to add Whale oil (http://dishonored.wikia.com/wiki/Whale_oil) to "power up" technology. It might also qualify as a stupid dwarf trick if someone manages to coax a whale into a weapon trap, and then butcher its remains for power. :P
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 01, 2013, 04:02:53 am
Y'know, it might be an interesting idea to add Whale oil (http://dishonored.wikia.com/wiki/Whale_oil) to "power up" technology. It might also qualify as a stupid dwarf trick if someone manages to coax a whale into a weapon trap, and then butcher its remains for power. :P

Or just import a few barrels of it.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 01, 2013, 05:17:21 am
Also don't forget that torque effects can cause an appearance of flying whales.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 01, 2013, 05:30:06 am
Hmm, I wonder if I should add an ability to remove vampire status... Turning vampire dwarf into a clockwork or remade within Flesh Studio should probably be able to make them non-vampires again.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 01, 2013, 05:40:04 am
Hmm, I wonder if I should add an ability to remove vampire status... Turning vampire dwarf into a clockwork or remade within Flesh Studio should probably be able to make them non-vampires again.

Or just remove BLOODSUCKER :D There's nothing wrong with NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_RUST:START:0
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 01, 2013, 07:55:57 am
Hmm, I wonder if I should add an ability to remove vampire status... Turning vampire dwarf into a clockwork or remade within Flesh Studio should probably be able to make them non-vampires again.

Or just remove BLOODSUCKER :D There's nothing wrong with NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_RUST:START:0

That's just cheating. :P
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 01, 2013, 10:23:11 am
That's not cheating, that's stats of clockwork. Remade will still age and require food, but clockworks will only require alcohol.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 01, 2013, 10:26:01 am
Just removing BLOODSUCKER without removing the NO_DRINK, NO_EAT tags would just make a risk-free vampire dwarf.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Meph on May 01, 2013, 10:31:22 am
De-vampirising a dwarf is actually a neat idea. That is something for my temple/priest of armok :)
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: BigD145 on May 01, 2013, 11:01:40 am
De-vampirising a dwarf is actually a neat idea. That is something for my temple/priest of armok :)

Make it a blood sacrifice. All of their blood. This should be a risky business with low survival.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 01, 2013, 11:04:02 am
De-vampirising a dwarf is actually a neat idea. That is something for my temple/priest of armok :)

Make it a blood sacrifice. All of their blood. This should be a risky business with low survival.

Hahaha yes. Nobody likes the vampires anyway. At least on a closer level. I mean, come on, you just treat vampires as lever pullers anyway. :P
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 01, 2013, 11:42:57 am
De-vampirising a dwarf is actually a neat idea. That is something for my temple/priest of armok :)

Take care with NO_AGE. I wonder if removing that for a 200 year old vampire would make him drop dead next spring.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: BigD145 on May 01, 2013, 01:41:11 pm
De-vampirising a dwarf is actually a neat idea. That is something for my temple/priest of armok :)

Make it a blood sacrifice. All of their blood. This should be a risky business with low survival.

Hahaha yes. Nobody likes the vampires anyway. At least on a closer level. I mean, come on, you just treat vampires as lever pullers anyway. :P

Draining all the "bad" blood and replacing it with "good" blood is dangerous business, especially when you ask for priestly help.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 03, 2013, 06:42:40 am
So, I've been reading the war Jabberer thread, and I began thinking. What might be the best war animal in this mod? Something with big size, attacks that can latch thus tear off well-armored limbs, and can be bred or manufactured in large quantities?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 03, 2013, 07:36:43 am
Probably Bloodbeaks.

Barring that, Centurions are pretty OP, being unfeeling war machines that can be bought quarterly from other civilizations
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 03, 2013, 08:03:05 am
Probably Bloodbeaks.

Barring that, Centurions are pretty OP, being unfeeling war machines that can be bought quarterly from other civilizations

Bloodbeaks are 10 times smaller than vanilla Jabberers  :( So few other cavern animals are breedable :( Is there a reason why Monstrous Spiders (above-ground savage) van be bred, and Deep Spiders can't?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 03, 2013, 09:19:09 am
Has anyone gotten Extract from Plants to produce poisons in 5.23 fortress mode? I've got shadowleaves, fly-agarics, and bitter roots nearby in non-burrowed stockpiles.

Fancypants cancels Extract from Plants: Needs unrotten extract-bearing plant plants.
You need to "process plants (barrel)" to get poisons. Sorry that it took so long to check :).

I'm working on a "fix" release now which fixes all reports in this thread you've posted recently, and then I will work on the new version with new castes and steampunk workshop tree.

Probably Bloodbeaks.

Barring that, Centurions are pretty OP, being unfeeling war machines that can be bought quarterly from other civilizations

Bloodbeaks are 10 times smaller than vanilla Jabberers  :( So few other cavern animals are breedable :( Is there a reason why Monstrous Spiders (above-ground savage) van be bred, and Deep Spiders can't?
No reason (well they were based on vanilla GCS), I've just fixed that.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 03, 2013, 09:23:01 am
Hmm, interesting. Will this change the Houses caste, or will it be added on top of the houses, like

[DWARF_ANVIL] = [DWARF_ANVIL_ROBOT]
and
[DWARF_GEARS] = [DWARF_GEARS_ROBOT]?
Nope, there will just be a selection of "loon" castes which are good in specific fields of work, and some "noble" castes which are not that strong/crafty but can take special noble positions.

Remade and clockworks will be a rare caste you get very rarely (like old steel dwarves), but you will be able to make your own.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 03, 2013, 10:13:31 am
Remade and clockworks will be a rare caste you get very rarely (like old steel dwarves), but you will be able to make your own.

...out of vampires? That would be awesome.
Also, castes that can fill specific noble positions? You can do that? Awesome!
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 03, 2013, 10:21:54 am
Yeah, specific noble positions will allow additional nobles, like multiple diagnosticians or brokers. You will require specific castes for that.

Remade are usually made from gravely wounder dwarves or from criminals. Vampires are an option.

Clockworks are like these:
(http://th06.deviantart.net/fs71/PRE/i/2012/270/7/b/perdido_street_station___mr_motleys_bodyguard_by_tomedwardsconcepts-d5g1h1j.jpg)


Remade are still part-human/dwarf as seen on this picture:
(http://25.media.tumblr.com/ab640deede1f57b899d8b3ada979d555/tumblr_mkpijaYavY1qchbn8o1_1280.jpg)
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 03, 2013, 10:28:24 am
How do you limit specific noble positions to castes?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 03, 2013, 10:48:43 am
http://dwarffortresswiki.org/index.php/DF2012:Position_token

ALLOWED_CLASS/ALLOWED_CREATURE.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 03, 2013, 10:57:29 am
I hope they still drink alcohol  ;D So, the primary use of these cyborg castes is to do something with crippled dwarves. Cool. Can a crippled Remade be Re-Remade?
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 03, 2013, 11:59:20 am
No, only turned into clockwork.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 03, 2013, 12:06:54 pm
And can they still wear pants and footwear, so they don't go insane from nudity thoughts? I heard serpentmen did have that problem when made playable. Of course, NOEMOTION might prevent that.
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 03, 2013, 01:27:19 pm
Ahahah, automatons going crazy because they cannot wear pants and are ashamed to show their robot lower parts is extremely funny :).
Title: Re: [MOD] GENESIS Reborn [5.23] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 03, 2013, 01:29:01 pm
Ahahah, automatons going crazy because they cannot wear pants and are ashamed to show their robot lower parts is extremely funny :).

Oh Deon, why did you have to burn that mental image into my mind?! D;
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 03, 2013, 01:34:15 pm
5.24
Graphics
- Dwarven militia has got coats and caps.
- Policemen wear blue uniform with caps.
- Some new noble tiles.
- Sylvans look like real plant creatures rather than pointy eared bastards.
Plugins
- Updated Falconne's plugins to the latest versions.
- Added advanced stocks menu and autotrade plugins.
-- Pressing Ctrl-shift-z will bring up an advanced stocks menu.
-- When viewing stockpiles you can set them to set all items inside for trading or do it automatically.
Creatures
- Consuming vampire/lamia/demoniac blood now properly turns you into one.
- Deep spiders can be bred.
- Monstrous spider renamed to blackwood weaver.
- Blackwood weavers now appear in ANY savage forests.
- Fixed different poison name issues.
- Aurochs grow fur and can be sheared properly.
Dwarves
- House of Anvil dwarves get stone detailing bonus properly.
- All castes have proper in-game descriptions about their bonuses to skills.
- CMD(sage) is renamed to chief healer. Chief healer must be a dwarf of House of Scrolls.
- Chief Healer can appoint additional corpsdwarves who can perform diagnosis.
- Broker is renamed to trademaster. Trademaster must be a dwarf of House of Scrolls.
- Trademaster can appoint additional brokers who can trade at trade depot.
- Bookkeeper is renamed to treasurer. Treasurer must be a dwarf of House of Scrolls.
- Treasurer can appoint additional clerks which require offices (can be the same office with many chairs/tables, assign them to different chairs).
Workshops and items
- Chainmail leggings can be worn over trousers under plate leggings.
- Fortress mode alchemical potions/medicine last for 14 days instead of 1 day, an approximate time between dwarf meals.
- Feeding festive chest is now done in the festive hungry chest, not in the kiln.
- Sauna vent is now 3x3 and is called sauna. It can host multiple dwarves, and magma sauna now works properly.
- Added mithril wafer making to smelter.




This is a "fix" type release (although it has some additions like new nobles).

I have to run to work tonight again, it's 30 minutes to work... But I've managed to work on these fixes today, thanks a lot for the feedback! You are making this mod better for yourself and for others (because I cannot test everything due to work, only mod for you ;)).

Tomorrow I will work more on the new clockwork/remade castes and will finally put them in along the new buildings.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Urist Mcfortwrecker on May 03, 2013, 03:06:06 pm
I would ask that with a new release, you include a compatibility note, for example, when you changed castes to houses, how did that affect compatibility. this would be very helpful with, for example, people who havent updated in a while, and also those worried about losing saves
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 03, 2013, 03:20:36 pm
Fixing vampire blood appears to have worked, I became a Lamia by eating some of it's blood spattered on me. I didn't even have to do the tricking around with lacing it with water. Werebeasts are still powerful, though, one kicked my head in shortly afterwards ;D And that's a second adventurer now too- those werebeasts are still too strong for helmetless steel dwarf demigods.  :o
Is a titanite broadsword good or bad? And a mithril shortsword?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 03, 2013, 07:16:24 pm
How can high tier metal weapons be bad?

@Urist generally new releases currently are not save compatible. I will be noting this.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Catsup on May 03, 2013, 07:33:27 pm
hello everybody i've been recently trying this mod and made a custom generated world using this mod's raws but there seemed to be a major bug that got my new serpentfolk adventurer killed relatively quickly. It seems that for one reason or another my civ's citizens started fighting amongst each other shortly after i started my adventurer. I was eventually cornered despite making my peasant serpentfolk the fastest i possibly could since citizens started randomly chasing and attacking her. Checking the Q menu showed i was still a devoted member of my home civilization at that point, but i became an enemy after a bit of fighting back.

has there been other reports of this loyalty cascade-like bug? im wondering if i may have done something wrong setting up the mod, or if its just something that occurs normally with the mod.

i also have a question that mainly involves the tileset for this mod. It would appear that this mod's ironhand tileset is somewhat different than vanilla's ironhand tileset. How do i mod the game so that it uses my other game's tileset by default and only uses the tileset that came with the mod when there are no other sprites?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 03, 2013, 07:52:44 pm
Serpentfolk different sites may be hostile to each other even if from the same civ.

You will have to change tileset manually, this one is changed to suit the mod needs.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Catsup on May 03, 2013, 07:58:03 pm
Serpentfolk different sites may be hostile to each other even if from the same civ.

You will have to change tileset manually, this one is changed to suit the mod needs.
hmm ok.

another question then, is there a guide somewhere for all the new metals and races and creatures that were added with this mod? i hate discovering myself, and it took quite a long time for me to realize demoniac was the weakest vampire and that cobalt was as weak as copper.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Urist Mcfortwrecker on May 03, 2013, 08:55:52 pm
i noticed a fairly easy to fix bug while playing the new version. i started a desert embark, intending to use wicker for my beds, when i discovered that in the thatchery raws where it should have said BED it instead said BIN, and thought i would let everyone know to change that over to BED
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 03, 2013, 09:59:24 pm
No remade/clockwork yet? I'll wait. :)

Phoebus graphics: Creatures 'Green Slime' and 'Red Slime' have their tiles inverted.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 04, 2013, 04:41:05 am
I could equip chain leggings under plate leggings, but only after removing the trousers. I guess it might be a LAYER_SIZE issue.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 04, 2013, 09:10:17 am
Oh, I will tweak it a bit more.

i noticed a fairly easy to fix bug while playing the new version. i started a desert embark, intending to use wicker for my beds, when i discovered that in the thatchery raws where it should have said BED it instead said BIN, and thought i would let everyone know to change that over to BED
Thanks a lot, I will patch it up in the next release.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: crazz2323 on May 04, 2013, 12:34:11 pm
I have some world generation questions that maybe someone can help me with.

1. I know you are supposed to choose the generate world with advanced parameters but what is the ideal size medium or large, region or island?
2. Is there any recommendations on generating a world that's diverse with locations and good and bad Civs? Are the defaults enough?
3. It seems like if i do a minor change to the enhanced generation properties such as changing the max temp from 75 to 70 the game will crash much more frequently when generating a world why is that?
4. I heard in a video somewhere that the ideal time-frame to stop generation is at 600 years, is that true  or should I let it go to the end?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on May 04, 2013, 12:39:35 pm
"Ideal" is subjective. For FPS, you probably want a small or medium region.

600 years? 100 years is best for me. Keeps things interesting for adventure mode AND dwarf mode. 200 would be better for secrets and curses and such.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: crazz2323 on May 04, 2013, 02:56:27 pm
So how does going through the years effect what will be around when you stop? For example, does stopping earlier increase the chances of more races (good and bad) So would you say its not recommended to let it go till the end? I like a challenge and don't want easy mode :)
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 04, 2013, 03:05:34 pm
The earlier you stop, the less interesting events is there (which you won't normally see in the fortress mode). The longer you go, the less beasts/megabeasts are there.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: crazz2323 on May 04, 2013, 03:33:43 pm
Yeah, I am playing fortress mode so stopping earlier then would make things more interesting I assume?

One more question, of the 4 or so worlds I generated stopping at 650 years and even this last one stopping at the default end year, both large or medium regions, I noticed I never see any evil races listed as neighbors when looking for an embark site, It seems like the evil races are disabled or something.. I have not changed anything, just generating a new world with advanced parameters and hitting enter... is there something I should be doing? So, I never see the following (red line means they are not present right?): Goblins, Void Dwellers, Kensari, Serpent folk, Merfolk, Fallen. I do see an occasional tower. I am scrolling around the region looking to see if any location has any of them. Why is this? Seems the game will not be very interesting if there are no bad guys... Am I missing something here?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 04, 2013, 03:37:00 pm
Red line marks hostility. Lack of civs being listed in the... list means that other civs cannot access your civ. Dwarves can always access your civ, so you have an annual source of materials.

And towers are necromancer towers. They're... pretty fun, especially with all the unique secrets available.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: crazz2323 on May 04, 2013, 03:45:20 pm
Ah OK that makes more sense thank you!
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 04, 2013, 04:10:10 pm
Kensari tend to die off fairly early, in the 200s at best. May be their complete inability to speak, they don't even have [UTTERANCES], so everyone is always hostile to them? Or maybe they breed to slowly, or have shitty equipment? Dunno how that works during worldgen.

Also, currently all secrets require [CAN_SPEAK], which discriminates against a few races-coincidentally, those that tend to go extinct.

And I generally go with a 250 year history, with 100 megabeast and 100 semimegabeast lairs. They often begin breeding, making it easier to for example capture an Ape King to set up an unlimited Blood Ape farm.

EDIT: for some reason, Ape King doesn't use it's Blood Ape making ability in the arena. Would someone please look into it?
EDIT2: he just summoned one. It looks like they are quite reluctant to use the ability, might be the range of 1. And funnily, the summoned blood apes are on the same side they were.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Catsup on May 04, 2013, 11:43:35 pm
im experiencing an issue with some sites that seem to reduce my game's fps to near 0 for half a minute or so every turn with this mod that i never had with vanilla, it seems to be a bug.

It first happened when i was camping inside a werebeast's lair and waiting for it to transform, after i continuously lived in the lair just sleeping and eating my game seemed to lose alot of fps and one day the fps dropped to near 0 whenever i tried to move, and the issue went away after i slowly moved away from the site and waited 1 hour elsewhere.

This bug happened again when i was trying to move towards a cave site, and seemed to stop if i move away from the site, but its so bad that it makes the site otherwise inaccessible.


Also i tried using a napped pick to dig directly down and into hell, but for some reason it wouldnt let me dig soil, is there a different tool used for digging soil with this mod?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Nat on May 04, 2013, 11:56:43 pm
another question then, is there a guide somewhere for all the new metals and races and creatures that were added with this mod? i hate discovering myself, and it took quite a long time for me to realize demoniac was the weakest vampire and that cobalt was as weak as copper.

I went and looked up the numbers on all the metals in 5.23. I think all this is still true in the new version, but I haven't checked yet.

Note that my civilization was The Axes of Death and I tend to disregard everything that's worse than Steel, and my opinions are somewhat biased because of that.

Spoiler: METALS (click to show/hide)

Don't know too much about the new creatures, except necromages, because I've spent a few game years trying to deal with a bunch of them.
Spoiler: NECROMAGES (click to show/hide)
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Catsup on May 05, 2013, 12:39:19 am
i also have a question about world generation for this mod. The world_gen.txt that came with this mod seems to be much bigger than any world gen param file i ever seen before, and i replaced it with my own world gen file since i have some custom settings for adventure mode. Should i have kept the original mod's world gen file and instead modified it in-game? is only the "eldorado" param set suitable for this mod or are all param sets ok?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 05, 2013, 01:30:32 am
Thanks for the info, I am sure many people will find it useful. I will add metal info to the manual next time I update it, Nat.

You seem to forget that there're no elves in this mod though, and elves-like creatures all use wood for weapons/armor! So Moonsilver is legit. It's the best metal vs undead, currently vs Fallen race only, but I will add it to the weakness list of glacier wights and necromage zombies as well for the next update.

Necromages are also revealed by creatures with high observer skill, like any type of necromancer.

i also have a question about world generation for this mod. The world_gen.txt that came with this mod seems to be much bigger than any world gen param file i ever seen before, and i replaced it with my own world gen file since i have some custom settings for adventure mode. Should i have kept the original mod's world gen file and instead modified it in-game? is only the "eldorado" param set suitable for this mod or are all param sets ok?
Yeah, the world_gen.txt is only that big because it has a custom North America map called "Eldorado". Also don't forget to remove vanilla interactions/curses/secrets when you play with this mod. Evil areas are not supposed to have zombies (only soulless husks), and glaciers have wights, and all new custom necromancer types also need free space to be generated, vampires too etc.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 05, 2013, 02:35:52 am
Aren't the void dwellers/voidwalkers also resistant to everything else except moonsilver?

That makes it very useful late game, if you can get your hands on enough supplies for it.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 05, 2013, 02:50:39 am
Aren't the void dwellers/voidwalkers also resistant to everything else except moonsilver?

That makes it very useful late game, if you can get your hands on enough supplies for it.

I think their kryptonite is Voidsteel.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 05, 2013, 03:58:57 am
No, it's moonsilver too.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 05, 2013, 04:35:13 am
Deon, is there any reason Kensari don't have [CAN_SPEAK]? They are hostile no matter what, thanks to [BABYSNATCHER] in their entity file, but this way everyone gangs up on them in worldgen.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 05, 2013, 04:57:53 am
Yep, it makes them attack earlier.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 05, 2013, 05:14:02 am
Yep, it makes them attack earlier.

Hmm. Perhaps removing [MULTIPLE_LITTERS_RARE] then, to make sure they have the numbers required to survive worldgen?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 05, 2013, 07:34:02 am
Yep, it makes them attack earlier.

Hmm. Perhaps removing [MULTIPLE_LITTERS_RARE] then, to make sure they have the numbers required to survive worldgen?

Tried your suggestion, didn't work. Tweaked it a bit, using [LITTERSIZE:2:3] didn't work as much as I expected in a 210-year world (83 kensari). Tweaked it up to 4:8, now everyone has enough kensari to kill :P (38000+ kensari, compare 61000 dwarves in a large region world).

PS: I failed to mention that I changed [CHILD:10] to [CHILD:8]
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 05, 2013, 08:04:35 am
Yep, it makes them attack earlier.

Hmm. Perhaps removing [MULTIPLE_LITTERS_RARE] then, to make sure they have the numbers required to survive worldgen?

Tried your suggestion, didn't work. Tweaked it a bit, using [LITTERSIZE:2:3] didn't work as much as I expected in a 210-year world (83 kensari). Tweaked it up to 4:8, now everyone has enough kensari to kill :P (38000+ kensari, compare 61000 dwarves in a large region world).

PS: I failed to mention that I changed [CHILD:10] to [CHILD:8]

Nice. Did any other races die out? Merfolk?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 05, 2013, 08:36:28 am
Spoiler (click to show/hide)

Here's the latest worldgen. Somehow, the numbers for both the ratkin and outlaws have lowered, but I don't think it's related to that. Meanwhile, Kensari are far plentiful compared to the nords.

PS: Also, Kensari need to breed in order to increase their numbers. This means if the initial pairs are killed in worldgen (not likely due to recent experiment results), it may hamper growth.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 05, 2013, 10:10:23 am
Those are some nice big numbers. What kind of worldgen settings did you use?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 05, 2013, 10:34:27 am
Code: [Select]
Created in DF v0.34.11.

[WORLD_GEN]
[TITLE:2X INTENSE ROULETTE]
[SEED:QXhaIqVTWcG4jYwcihCo]
[HISTORY_SEED:sJ7wIt4zlggNJWTShaiB]
[NAME_SEED:I kill your dogs]
[CREATURE_SEED:wUdyBHexDtuRQKvD7Jz7]
[DIM:257:257]
[EMBARK_POINTS:10000]
[END_YEAR:210]
[BEAST_END_YEAR:500:60]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:800]
[RAINFALL:0:100:400:400]
[TEMPERATURE:1:75:400:400]
[DRAINAGE:1:100:400:400]
[VOLCANISM:20:100:400:400]
[SAVAGERY:10:100:400:1200]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:300]
[MEGABEAST_CAP:2000]
[SEMIMEGABEAST_CAP:2250]
[TITAN_NUMBER:100]
[TITAN_ATTACK_TRIGGER:30:0:200000]
[DEMON_NUMBER:0]
[NIGHT_TROLL_NUMBER:32]
[BOGEYMAN_NUMBER:1]
[VAMPIRE_NUMBER:0]
[WEREBEAST_NUMBER:0]
[SECRET_NUMBER:0]
[REGIONAL_INTERACTION_NUMBER:0]
[DISTURBANCE_INTERACTION_NUMBER:0]
[EVIL_CLOUD_NUMBER:0]
[EVIL_RAIN_NUMBER:0]
[GOOD_SQ_COUNTS:200:4000:8000]
[EVIL_SQ_COUNTS:200:4000:8000]
[PEAK_NUMBER_MIN:15]
[PARTIAL_OCEAN_EDGE_MIN:3]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:25]
[REGION_COUNTS:SWAMP:1032:7:6]
[REGION_COUNTS:DESERT:1032:7:6]
[REGION_COUNTS:FOREST:4128:13:12]
[REGION_COUNTS:MOUNTAINS:8256:9:9]
[REGION_COUNTS:OCEAN:8256:7:6]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:8256:13:12]
[REGION_COUNTS:HILLS:8256:13:12]
[EROSION_CYCLE_COUNT:200]
[RIVER_MINS:250:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:3000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]
[CAVERN_LAYER_WATER_MIN:20]
[CAVERN_LAYER_WATER_MAX:20]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:10]
[LEVELS_ABOVE_LAYER_1:20]
[LEVELS_ABOVE_LAYER_2:10]
[LEVELS_ABOVE_LAYER_3:10]
[LEVELS_ABOVE_LAYER_4:10]
[LEVELS_ABOVE_LAYER_5:5]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:100]
[NON_MOUNTAIN_CAVE_MIN:250]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:100]
[TOTAL_CIV_POPULATION:20000]
[SITE_CAP:2000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:8256:16512:8256]
[RAIN_RANGES:8256:16512:8256]
[DRAINAGE_RANGES:8256:16512:8256]
[SAVAGERY_RANGES:8256:16512:8256]
[VOLCANISM_RANGES:8256:16512:8256]

The worldgen is tweaked to have large amounts of good and evil biomes, as well as 25 volcanoes, 100 civs, 350 caves, 2000 megabeasts, 2250 semimegabeasts, 100 titans, no random demons and 1 type of bogeyman. It ends in year 210.

Basis for this worldgen was "Large Region", with 3 partial oceans (usually 1 for good, evil and normal each). Seed is irrelevant, but this was the seed I used to create the most recent iteration of the world, so you might get similar results. Finally, my computer crashes using this worldgen pretty frequently on the finalizing phase, and it takes about 15 - 20+ mins to complete.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 05, 2013, 12:24:30 pm
Nice setting, I may add it to the mod.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Catsup on May 05, 2013, 04:21:07 pm
i just slain 2 custom werebeasts and became one myself after scumming numerous times, and i must say i think they need to be changed so that they are re-balanced.

 I came to attack alone at first since i just wanted the power to help regenerate a severed motor nerve but i was quickly killed as the naked peasant effortlessly charged my high strength dherim to the ground and shattered her bones through plate armor. I tried a different approach by getting rid of all armor so that there was no encumbrance but that did not go well because as it turns out the peasant was faster than superdherim agility with high strength (1600ish speed) and caught up, wrestled and killed me again.

so i decide that was the end of soloing super-peasant so i brought a squad of 5 melee dherim warriors and 1 dherim marksman from the nearby dherim town's castle in addition to myself to kill the peasant menace. It went better but not by much because whoever the peasant was targeting was getting the shit beat out of them and most attacks only teared the fat of the peasant for some reason and would not go deeper. The marksdherim did manage to get in some hits though, and stabbing attacks seem to work better and the peasant transformed into a werebeast in the middle of the fight.

Now heres when it got fun, most of my squad (including me) were dead or unconscious from pain and it seems the werebeast curse takes effect instantly so one of my squadies transformed in the middle of the fight and started fighting with the werebeast. I managed to get away and the peasant was slain but i lost both arms and all of my squad except the marksdherim and the "werebeast" spearman were dead. I then proceeded to scum since despite having been bitten i did not get the power to transform.

ok so changes(note: my adventurer started as a peasant):
-werebeast transformation power should not be available right away after being bitten, there should be a time-delay of at least a few days before transformation is available. This will make werebeast's bite attack actually viable in combat, its not a good idea to use bite atm since the enemy can just transform if it doesnt instantly kill them.
-werebeasts syndrome stat changes should be reduced drastically, my adventurer's speed in werebeast mode was 2.5k and all the attacks that hit her glanced off since here toughness was boosted by so much. Even in human mode she was able to carry a bag of 90 radishes and full metal armor of mixed bronze and iron without any sign of nearing encumbrance and she was only competent armor user. The strength boost was so crazy that size 200 or lower enemies hit by my sword in human mode were propelled several squares away occasionally.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Siradein on May 05, 2013, 04:56:20 pm
Just a quick question.  Do secrets have to be learned from slabs, or can they be directly learned from the dragons in question?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 05, 2013, 05:07:31 pm
About his toughness, guess what: when they say beware, only moon silver harms the creature, other arms don't cut so deep- they mean it. And stat boosts in human form are there to make sure poor naked peasants aren't easy prey when it's not that time of the month, as is the "transformation on injury" effect- though I agree, their agility could be dialed back a bit, even a demigod dwarf of steel can't hit them without becoming a vampire. And your point regarding the insta-infection is valid, and easily remedied by giving START:sometging other than 0 to the interaction.

Also, since apart from minor issues like the above, werebeasts being the bastard sons and daughters of Chuck Norris appears to be a feature in Genesis, my advice to cure severed nerves or missing limbs is this:
1) become a vampire. It's important to watch the name- you should get a vampire, not a lame-ass lamia or demoniac. Those have their physical attributes frozen, vampires don't. This step is relatively easy as they are frequent, and villagers will often do the hard work for you.
2) now, you have some nice increased attributes, and [NOT_LIVING] creature token. Go searching for towers, preferably using a lot of sneaking. If you find a tower, just lie down and sneak in, the zombies will let you crawl under them and the necromancers/pyromancers/druids won't notice you. Pick up and read any book you find, until you have it's powers.
3) if you found and read a Druid secret book, jackpot. You now have an aquired ability: Transform into Direwolf. It will heal all your injuries, and is actrivated purely at will. Also, enjoy Toughness bonus that comes with being a Druid.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 05, 2013, 05:07:59 pm
Just a quick question.  Do secrets have to be learned from slabs, or can they be directly learned from the dragons in question?

Slabs or books.
EDIT: some books. Even in towers, about 1 in 10 books grants the power. I found books around a dragon in a fortress once, but none of those held any secret. A shame, really, many secrets are only available that way, as only Pyromancers, Druids and Necromancers have undead minions to build them towers.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Catsup on May 05, 2013, 05:18:18 pm
well i didnt know about druid necromancers, but i already became a werebeast and they can transform at will too. Im pretty sure a size 1000, 2.5k speed werebeast is much stronger than a direwolf. I dont think any of the curses actually freeze stat gain so i think lamia is the strongest vampire because they get a 50% boost to speed. I've already modded my werebeast raws in my game to make them only slightly stronger than the strongest of vampires, im going to try to add the transformation delay now.

Oh and btw my werebeast mode still retained 2.5k speed despite the changes to the curse raws, so its still pretty dam godly. I use it as a panic button if anything ever goes wrong.

EDIT:
is adding the start delay like this valid?:
   [I_EFFECT:ADD_SYNDROME:START:1500]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [SYNDROME]
         [IE_ARENA_NAME:Werebeast]
         [SYN_CLASS:WERECURSE]
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 05, 2013, 05:31:48 pm
I dont think any of the curses actually freeze stat gain so i think lamia is the strongest vampire because they get a 50% boost to speed.

[INTERACTION:CURSE_LAMIA_1] doesn't. [INTERACTION:CURSE_LAMIA_2] to [INTERACTION:CURSE_LAMIA_5] freeze stat gain. You have a 80% chance to do so  :o Maybe Deon missed that one.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 05, 2013, 05:52:36 pm
Yep, missed that one. Thanks for all the feedback, fixes will be avaliable with the new version.

Werebeasts are supposed to be immune to anything but moonsilver, but I will tweak down the agility boost.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Siradein on May 05, 2013, 05:58:56 pm
Thanks for the quick reply, Tirion.  I'd been genning several worlds attempting to get one with most of the secrets available, but discarding them when I'd only seen one or two slabs created (at the time I was convinced that was the only way to get the power, since I'd gone to a deity dragon's fortress, read all the books scattered around, gained nothing, talked to the dragon, gained nothing, and eventually ran acrosss a storm slab stored in a town.)  Now I know those books might not be useless.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 05, 2013, 05:59:48 pm
Yeah, dragons rarely create slabs, but you are more likely to find a book written by a dragon instead. It's purely random.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Catsup on May 05, 2013, 06:35:31 pm
EDIT:
is adding the start delay like this valid?:
   [I_EFFECT:ADD_SYNDROME:START:1500]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [SYNDROME]
         [IE_ARENA_NAME:Werebeast]
         [SYN_CLASS:WERECURSE]
can someone answer this pls?

and as far as attribute gain freeze goes i dont think the tag works at all even if you do add it. Vanilla vampires and necromancers definitely do have it but adventurers that get the curses can still increase attributes.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on May 05, 2013, 06:38:40 pm
No, that's not valid. You'll have to have START:1500 on every CE effect, not the I_EFFECt.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: smakemupagus on May 05, 2013, 06:39:07 pm
EDIT:
is adding the start delay like this valid?:

no
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on May 05, 2013, 06:39:44 pm
i think smake and I switched souls for a second
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Catsup on May 05, 2013, 06:46:53 pm
every syndrome effect? like this?:
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [SYNDROME]
         [IE_ARENA_NAME:Werebeast]
         [SYN_CLASS:WERECURSE]
         [SYN_AFFECTED_CLASS:HUMANOID_MALE]
                        [CE_ADD_TAG:NO_AGING:STERILE:NOPAIN:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:START:1500]
         [CE_PHYS_ATT_CHANGE:STRENGTH:250:0:TOUGHNESS:450:0:ENDURANCE:2500:0:AGILITY:450:0:START:1500]
         [CE_BODY_TRANSFORMATION:START:1500]
            [CE:CREATURE:WEREBEAST:MALE]
            [CE:PERIODIC:MOON_PHASE:27:0]
         [CE_CAN_DO_INTERACTION:START:1500]
            [CDI:ADV_NAME:Transform into werebeast]
            [CDI:INTERACTION:TRANSFORM_WEREBEAST_MALE]
            [CDI:TARGET:A:SELF_ONLY]
            [CDI:TARGET_RANGE:A:1]
            [CDI:USAGE_HINT:FLEEING]
            [CDI:VERB:begin to transform:begins to transform:NA]
            [CDI:WAIT_PERIOD:1500]
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: smakemupagus on May 05, 2013, 06:49:30 pm
i think smake and I switched souls for a second

:)

it's been my ambition to give more concise answers than you.  I thought i was going to have to just start saying "0" or "1".

@Catsup,
Yeah, that looks about right.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Catsup on May 05, 2013, 06:52:39 pm
his was more helpful though, he actually gave me a clue on what i was supposed to do.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: smakemupagus on May 05, 2013, 06:55:06 pm
Sure, but since you had double pinged the question, I thought even a half-helpful response was better than none.

Another potentially helpful clue for next time, you could have looked up  [I_EFFECT] on the wiki, where it lists exactly what tokens are valid within it; START is not among them.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Urist Mcfortwrecker on May 05, 2013, 07:01:44 pm
im getting a gamebreaking bug, i get a creature called a nothing, everything passes right though, wastes all my ammo, though good for training dummies, if i could interact with them without crashing the game. im positive its not a feature, and the crashes are really getting bothersome, so a fix, even just a how to fix would be good. the only raw change i made was to add some of my favorite vanilla creatures that didnt make the cut before so i have no idea how this could happen
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Catsup on May 05, 2013, 07:01:55 pm
Spoiler (click to show/hide)
so this is valid right? it just delays the changes once when its being added, and not every time for 1500 when you stop fast traveling/waiting?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 05, 2013, 07:05:37 pm
im getting a gamebreaking bug, i get a creature called a nothing, everything passes right though, wastes all my ammo, though good for training dummies, if i could interact with them without crashing the game. im positive its not a feature, and the crashes are really getting bothersome, so a fix, even just a how to fix would be good. the only raw change i made was to add some of my favorite vanilla creatures that didnt make the cut before so i have no idea how this could happen
Can you tell me how you got it? I am pretty sure I tested all arena creatures!

P.S. Wait, you modded it yourself? What does your errorlog.txt say?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Putnam on May 05, 2013, 07:11:04 pm
Spoiler (click to show/hide)
so this is valid right? it just delays the changes once when its being added, and not every time for 1500 when you stop fast traveling/waiting?

Yeah, it'll only delay the start.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Catsup on May 05, 2013, 10:14:31 pm
im experiencing a bug with the adventurer's forge, for some reason after its built it just becomes a "custom workshop" that does not allow any reactions at all and shows an empty workshop box when TAB is pressed. Is it supposed to be like that or did i mess something up?

EDIT: the smelting pit for adventurers also cannot melt boots or gauntlets.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 05, 2013, 10:43:54 pm
Change [BUILDING_FURNACE:ADVENTURER_FORGE_ADV] to [BUILDING_WORKSHOP:ADVENTURER_FORGE_ADV] on building_adventurer.txt

As for the not-being-able-to-smelt thing, are you playing as an outsider? I'm going to have to test this one.

@Deon: The adventurer's forge is still BUILDING_FURNACE in 5.24
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 06, 2013, 02:32:54 am
Guys, has anyone tested adamantine in adventurer mode? Is there a wafer making reaction in the Smelting Pit?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Urist Mcfortwrecker on May 06, 2013, 07:00:56 am
im getting a gamebreaking bug, i get a creature called a nothing, everything passes right though, wastes all my ammo, though good for training dummies, if i could interact with them without crashing the game. im positive its not a feature, and the crashes are really getting bothersome, so a fix, even just a how to fix would be good. the only raw change i made was to add some of my favorite vanilla creatures that didnt make the cut before so i have no idea how this could happen
Can you tell me how you got it? I am pretty sure I tested all arena creatures!

P.S. Wait, you modded it yourself? What does your errorlog.txt say?


Error(s) finalizing the creature, then several tokens that are not recognized, i checked a modding thread and discovered a small error, but i think i figured it out, it was my modding skill that was in error not yours, i missed the tissue thicknesses, so things passed through these things, although science could be done on doing this to make an archery target creature, or a creature that changes its tissue thickness to phase out to avoid attacks, and this makes me think of an interesting aplication for void dwellers, especially those that are ethereal
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 06, 2013, 07:12:24 am
For an easy and hackish way to make attacks phase through, you can use the feather templates in both tissue and material templates, and everything will pass through. However, there's no way to use this in interactions, except through polymorphing, so this has limited usage.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Urist Mcfortwrecker on May 06, 2013, 07:18:08 am
For an easy and hackish way to make attacks phase through, you can use the feather templates in both tissue and material templates, and everything will pass through. However, there's no way to use this in interactions, except through polymorphing, so this has limited usage.

so could you have a creature polymorph, then have a time delayed polymorph back to the original form? so that it would phase out then phase back in a couple thousand ticks later?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 06, 2013, 07:43:59 am
Yes. Although it has the (un)wanted side effect of regrowing lost limbs.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Catsup on May 06, 2013, 11:14:47 am
Change [BUILDING_FURNACE:ADVENTURER_FORGE_ADV] to [BUILDING_WORKSHOP:ADVENTURER_FORGE_ADV] on building_adventurer.txt

As for the not-being-able-to-smelt thing, are you playing as an outsider? I'm going to have to test this one.

@Deon: The adventurer's forge is still BUILDING_FURNACE in 5.24
changing it to workshop worked. Im playing as a normal dherim the melt gauntlets and boots do not show up and dont exist in the raws (i tried adding it in but it did not show up in the smelting pit interface).

adventurer forge also cannot be used to forge gauntlets, the option does not show up (and does not exist in the raws either).

strangely adventurer forge had the option to forge full helms for dherim, and normal metalship forge could only forge kettle helms. It could not forge glaives or crescent swords but could forge halberds and normal weapons.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 06, 2013, 11:39:41 am
Ahh.

You can only make the same equipment as your parent civ. This means that Dwarves have access to dwarven plates and Dalesmen have access to bastard swords, among other things they can make as defined in the entity raws.

As for the adventurer forge, it's limited only by the custom raws of that workshop. And I think there are still bugs related to boot-making in custom workshops. You might want to make boots on metalsmiths instead.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 06, 2013, 11:40:28 am
Nothing in the raws indicate that adventurers could smelt adamantine wafers/bars/ingots from adamantine strands. Is this intentional, or you plan to implement it?
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 06, 2013, 11:47:08 am
Deon probably forgot about implementing bluemetal smelting. In the meantime, here's a workaround (haven't tried this):

[REACTION:ADAMANTINE_WAFERS_ADV] (replace with ALCHEMY_06 - 30 if on pre-existing game)
[NAME:make adamantine wafers]
[BUILDING:SMELTING_PIT_ADV:NONE]
[REAGENT:A:15000:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 06, 2013, 12:19:55 pm
It's not forgotten, I just didn't get around adventure mode workshop furnace replacement (since furnaces still are not built), I will make sure to put that in for the next update. Sorry guys, lots of work, I am like superbusy (and try to stay in top gold league ladder in Starcraft 2, heh).
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 06, 2013, 01:16:37 pm
Deon probably forgot about implementing bluemetal smelting. In the meantime, here's a workaround (haven't tried this):

[REACTION:ADAMANTINE_WAFERS_ADV] (replace with ALCHEMY_06 - 30 if on pre-existing game)
[NAME:make adamantine wafers]
[BUILDING:SMELTING_PIT_ADV:NONE]
[REAGENT:A:15000:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

That's nice. Is that regular metal bar size, or adamantine wafer size, though? I'm trying to count how many blue rocks should I mine to make as much dwarven armor for my adventurer as I can wear.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Catsup on May 06, 2013, 05:20:15 pm
(and try to stay in top gold league ladder in Starcraft 2, heh).
gluck with that, i personally am content to remain in the bronze/silver league even though i know i have the potential to be gold or higher (if i at least practiced and played, but i hate ladder).


i have some more questions guys, how do you carve stairways on another Z level using advfort? standing on top of a downstair carved from the side with alt+> does not seem to work. alt+numpad5 also doesnt work.

i also notice the "working (countdown)" number of labors in advfort changes, how do you make that number smaller? i need to wait at least half a minute or more depending on my frame rate for it to count down. Making armor and charcoal used to take 250ish ticks but after i became a husk the number seems to have doubled.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 06, 2013, 07:27:28 pm
Deon probably forgot about implementing bluemetal smelting. In the meantime, here's a workaround (haven't tried this):

[REACTION:ADAMANTINE_WAFERS_ADV] (replace with ALCHEMY_06 - 30 if on pre-existing game)
[NAME:make adamantine wafers]
[BUILDING:SMELTING_PIT_ADV:NONE]
[REAGENT:A:15000:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

That's nice. Is that regular metal bar size, or adamantine wafer size, though? I'm trying to count how many blue rocks should I mine to make as much dwarven armor for my adventurer as I can wear.

It's regular metal bar size. Not sure how large adamantine wafer size is.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 06, 2013, 09:21:10 pm
Wafer is just another name for a bar.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 08, 2013, 04:33:53 pm
I managed to make a dwarf of steel demigod that didn't die outright to wildlife (if only because she met no Warsnout or Minotaur packs, and wolves concentrated on her late companion) , AND the first mission was to kill an outlaw, some dwarf of scrolls druid. I was like: uh huh, now that's a bandit camp I don't plan on visiting until I'm a vampire. Then I saw a fortress and decided to investigate, was attacked by Gully Shriekers at the walls, managed to kill them, fast-traveled just one click where I suspected the entrance would be... and was ambushed by the druid and some plant minions. And luckily those focused on my companion who struck them down (Dherim soldier...armed and armored), I managed to rush the Druid and to my surprise lopped off limb after limb, finally killing him without any Direwolf transformation or buggy boiling steam (supposed to be ice?) or mud cloud hitting me, and he even dropped some artifact. Not getting my hopes up, I guessed it's a non-skill book like most others... then I noticed two things:
1) upon reading it, I became a druid, and
2) upon picking it up, my speed dropped to 99.

So yeah, poor dude carried around a platinum slab of nature secrets, no wonder he was too slow to defend himself  :D
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 09, 2013, 02:47:11 pm
Any idea why can't I become a vampire? I drank his blood from the ground, from my backpack, from waterskins, even laced with water... and I'm still Hungry.

EDIT: never mind, I just had to mess around with water, water laced with (named vampire blood) does the trick.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 10, 2013, 02:54:02 pm
Bug/feature: as a Druid Vampire, I raised some animals, and a green dragon I killed, as plant minions. Now I get quests to kill them, but can't properly report if I did so- the quest giver says rumors from distant lands won't save them, and gives me the quest again.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Trapezohedron on May 10, 2013, 04:49:23 pm
Not a Genesis related bug. Reanimation with historical creatures can get funky, especially when the creatures haven't killed anyone of the civ giving the quest. Assuming the creatures haven't killed anyone of the civ.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Tirion on May 11, 2013, 12:11:52 pm
Cast Bone Spear and Raise Mud Cloud don't seem to be doing anything.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Spleenling on May 12, 2013, 06:34:40 pm
Last Life:
Step 1: Made a Necromancer
Step 2: Killed Goblins
Step 3: Made one a zombie
Step 4: My zombie goblin kills me
Step 5: My ghost wonders what went wrong.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy +Adv.mode mining/building/crafting!
Post by: Deon on May 13, 2013, 01:08:02 pm
Zombies raised this way still remember their allegiance, there's nothing we can do. You should use them for collateral damage since they are now opposed to life and will attack their former comrades as well.
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy; More steampunk is coming!
Post by: Deon on May 13, 2013, 01:18:40 pm
I'm about to add more Steampunk elements and rework the building tree. I am like halfway done already.

So here's a little giveaway for you Steampunk lovers.

GUNS OF ICARUS ONLINE GIVEAWAY

(http://toppcgames.ru/uploads/posts/2012-09/1346997963_guns-of-icarus-online5.jpg)

Build a nice themed fort and upload it for me to check, you can attach stories, plans of your lever systems and rooms et cetera :). I will use them to promote Genesis on some russian forum boards. Try to utilize new mechanics, buildings and production chains; intricate rail systems for minecarts and complex lever systems are a plus.

I will decide 2 winners with a random draw from the best forts and give you copies of GoI. Just a little present because I am in a good mood :).
Title: Re: [MOD] GENESIS Reborn [5.24] - Dark Fantasy; More steampunk is coming!
Post by: JediaKyrol on May 14, 2013, 02:31:33 pm
GOIO is actually pretty nice, I don't get to play much online though.  Wish the story mode was more developed...but they are still working on it.
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Deon on May 16, 2013, 01:43:41 pm
5.25

- Adventurers forge and smelting pit are workshops instead of furnaces now, so can be built properly with advfort.

- Removed piston requirement from steam engine(it already requires quite a lot of materials).
- Soulgems can be made from any cut gem.
- Removed soul forge and upgrade station.
- Removed bronze centurion making reaction.
- Former upgrade station reactions are moved to new automaton manufactory.

- Added Automaton Manufactory.
- Added Flesh Studio.
- Added Thaumaturgy Guild.

- Added "remade" caste to dwarves.
- Added genderless "clockwork" caste to dwarves.
- You can turn dwarves from one House to another using 5 gold bars.
- You can turn dwarves into remade in Flesh Studio, it removes vampirism.
- You can turn dwarves into clockworks in Automaton Manufactory, it removes vampirism.

- You can craft spellstaves and magical bolts for them at thaumaturgy guild (ash+gem for fire/inferno spellbolts, plant+gem for webbing spellbolts).
- Inferno/fire/webbing block making for catapults has been moved from alchemical lab to thaumaturgy guild.

- Tetrahedrite and native gold occur more often.
- Sphalerite no longer occurs within limestone.
- Added willemite, another zinc ore. More brass smelting possibilities.
- Added orichalcum, an alloy of copper and gold. A bronze-level valuable metal.
- Renamed nickel silver to argentan. It's now a low-grade weapon material.
- Removed rose gold (orichalcum replaces it).
- Added bars/ore variants for black bronze, argentan and sterling silver smelting.

- Removed inorganic_ddd.txt file.
- Added "living" metal, iron-grade material with a very sharp edge.
- Added living metal making to flesh studio (1 bar from 1 plant stack and 1 wooden log).
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Tirion on May 16, 2013, 03:32:59 pm
Sounds awesome. Did you include the adamantine strand-to-bar reaction in the smelting pit?
Also, will there be a Phoebus version?
And are you sure about adding NOSTUN to Clockworks? "Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die."
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Deon on May 16, 2013, 11:19:57 pm
Huh, I forgot about that issue with the sleep. I will fix it very soon, because the new version with guns and more constructs is around the corner.
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Tirion on May 17, 2013, 01:21:53 am
Creedy: Bollocks. Whatchya gonna do, huh? We've swept this place. You've got nothing. Nothing but your bloody +knives+ and your fancy karate gimmicks. We have *guns*!
V: No, what you have are -bullets[25]-, and the hope that when your *guns* are empty I'm no longer be standing, because if I am you'll all be dead before you've reloaded.
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Undeadlord on May 17, 2013, 06:28:56 am
Just a quick question, is it normal to have red dragon diety's show up on the map? If so, is it normal they are Friendly and move into my fortress?

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Just wish I could get him to do some patrolling :)
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Tirion on May 17, 2013, 07:27:52 am
Object testing arena shows that remade and clockwork equip all kind of equipment properly on their artificial bodyparts too, and that clockworks are way more powerful than either remade or dwarf of steel, only 1 of them out of 10 died to a freak decapitation when decked in full bloodsteel, maxed out skills, broadswords, against equal numbers of remade and then steel. They all have their wristblades cut open and fractured, but only one has a leg injured similarly, and all of them have all their steam gone. All the deaths are due to headshots through full helmets and 5 hide hoods. Usually their opponents gave in to pain.

Also, IMHO clockworks should not be eligible for being raised as undead. [NOT_LIVING], maybe?
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Deon on May 17, 2013, 01:38:04 pm
Right, Tirion, they are supposed to be. They have 50% skill gain on all skills, but they are like murder machines (and they can wear armor on their slim metal bodies).

There's a reason for that, I plan to rework Void dwellers and make them harder for endgame. Also more poisonous wildlife is coming. Maybe clockwork making should be more expensive.


@Undeadlord
Congrats, it's totally normal, your dwarves decided to worship a dragon as a deity in the worldgen and it decided to move in into your fort, so now you have a local god.
It does not happen in vanilla because 1) dragons cannot be worshipped in vanilla (since they cannot talk and don't write slabs with secrets etc), 2) none of the creatures eligible for god-modding share proper spheres with dwarves (unless you are extremely lucky in worldgen which happens like never).
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Undeadlord on May 17, 2013, 06:11:15 pm
@Undeadlord
Congrats, it's totally normal, your dwarves decided to worship a dragon as a deity in the worldgen and it decided to move in into your fort, so now you have a local god.
It does not happen in vanilla because 1) dragons cannot be worshipped in vanilla (since they cannot talk and don't write slabs with secrets etc), 2) none of the creatures eligible for god-modding share proper spheres with dwarves (unless you are extremely lucky in worldgen which happens like never).

Wow, how cool. Thanks! I just need to get that dude out front guarding my gates!
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Trapezohedron on May 17, 2013, 09:51:15 pm
@Undeadlord
Congrats, it's totally normal, your dwarves decided to worship a dragon as a deity in the worldgen and it decided to move in into your fort, so now you have a local god.
It does not happen in vanilla because 1) dragons cannot be worshipped in vanilla (since they cannot talk and don't write slabs with secrets etc), 2) none of the creatures eligible for god-modding share proper spheres with dwarves (unless you are extremely lucky in worldgen which happens like never).

Wow, how cool. Thanks! I just need to get that dude out front guarding my gates!

Cave-in traps. If all else fails, at least you have a dragon sandwiched in stone. :P
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Vherid on May 18, 2013, 08:10:08 am
I like the new caste system, easier to manage instead of having to dig into the RAWs and figure out what skills are actually boosted.

http://puu.sh/2VTxx.png

Actually there's a typo there too, says strang extraction instead of strand.
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Deon on May 18, 2013, 08:28:54 am
They are good at strang extraction too.

Right now I am working on setting-up VBasic front-end to add options there.
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Rainbows on May 18, 2013, 01:45:18 pm
How do you all tend to survive the second merfolk siege? Does it always have >100 invaders or is that just coincidence?
My squad of Steel Dwarves clad with bloodsteel armour and battle axes just tend to get swamped and slowly the hail of copper spears, iron staves and other shoddy weapons whittle them down.
(previous version, only just got a fort up in 5.25)
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Tirion on May 18, 2013, 01:51:13 pm
Did Steel dwarves get nerfed since previous versions?
Title: Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
Post by: Deon on May 18, 2013, 02:35:12 pm
Did Steel dwarves get nerfed since previous versions?
Greatly, now they are just a warrior class, no more amazing stats or something.

How do you all tend to survive the second merfolk siege? Does it always have >100 invaders or is that just coincidence?
My squad of Steel Dwarves clad with bloodsteel armour and battle axes just tend to get swamped and slowly the hail of copper spears, iron staves and other shoddy weapons whittle them down.
(previous version, only just got a fort up in 5.25)
Use war bronze centurions and spiders, arm dwarves with axebows, in the new version create shock troops of clockworks.

Axebows are really great, because your dwarves can use them with shields and they can shoot while they are closing in.

I plan to add rivebows, crossbows which shoot serrated disks.

You probably have a wealthy embark, it greatly increases the enemy wave sizes.

P.S. Have you tried setting up a catapult on a tower? Inferno blocks are not that hard to make, and they can GREATLY help against big waves of invaders.
Title: Re: [MOD] GENESIS Reborn [5.26] || Dark Fantasy + Steampunk || Now with modloader!
Post by: Deon on May 18, 2013, 08:06:35 pm
(http://img.ie/mdyt3.png)

5.26
- Clockworks no longer have "NOSTUN".
- New modloader for settings.
-- Toggle INIT options in a graphical modloader.
-- Change tilesets and update savegames with two button presses.
-- Ironhand and Phoebus both use Ironhand tileset for now, I will update it in the next release.
Title: Re: [MOD] GENESIS Reborn [5.26a] || Dark Fantasy + Steampunk || Now with modloader!
Post by: Deon on May 18, 2013, 08:36:44 pm
5.26a
- Phoebus tileset
- Creature graphics work properly. Sorry.
Title: Re: [MOD] GENESIS Reborn [5.26a] || Dark Fantasy + Steampunk || Now with modloader!
Post by: Tirion on May 19, 2013, 12:49:41 am
Is it too much to hope for Clockworks and their bodyparts no longer being animated by necromancers? They are synthetic inorganic, after all, more living things than them have [NOT_LIVING] in this mod. Or maybe if [CANNOT_UNDEAD] does the same without removing hostility towards Undead...
Title: Re: [MOD] GENESIS Reborn [5.26a] || Dark Fantasy + Steampunk || Now with modloader!
Post by: Trapezohedron on May 19, 2013, 02:58:24 am
NOT_LIVING and CANNOT_UNDEAD are the same. One is an alias to another. I'm not too sure about plugging NOT_LIVING on caste level.
Title: Re: [MOD] GENESIS Reborn [5.26a] || Dark Fantasy + Steampunk || Now with modloader!
Post by: Deon on May 19, 2013, 08:36:42 am
Okay, fixes for the next release: werebeast bite does not turn immediately, clockwork parts cannot be reanimated, caste change requires a soulgem.

Anything else you think is out of place?
Title: Re: [MOD] GENESIS Reborn [5.27] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 19, 2013, 01:42:23 pm
5.27
- Added rivebows, crossbows shooting chakri (serrated disks).
- New workshop "gunsmith's forge".
- Moved axebow making to gunsmith's forge.
- Added chakri and rivebow making reactions to gunsmith's forge.
- Added musket making to gunsmith's forge.
- Added musket shot and incendiary shot making to gunsmith's forge.
- Added new trap parts "serrated disks", smaller variants of large serrated disks which hit more often.
- Added jade cannons, stationary jade turrets which shoot exploding balls of flames.

- Fix: Werebeasts cannot transform immediatelly after being bitten, so no more "bitten by wearbeast, stransformed, killed werebeast in beast form" situations.
- Fix: Caste changing in chapterhouse now requires 5 gold bars AND a soulgem.
- Fix: Clockworks cannot be reanimated by necromancers.
- Fix: Proper tiles for tools (minecarts, wheelbarrows).

Jade cannons:
(http://img.ie/pklvj.png)
Title: Re: [MOD] GENESIS Reborn [5.27] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 19, 2013, 03:00:14 pm
Kensaris are still quite rare to survive worldgen, or even appear. Maybe if they had more starting biomes and biome support...
Nevermind, they are there, just hiding.
Also, phoebus graphics for gems and ores seem to be quite different from usual.
Title: Re: [MOD] GENESIS Reborn [5.27] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: CptCrunchy on May 19, 2013, 03:14:01 pm
is 5.27 compatible with 5.26 saves? I got really lucky on embark with a waterfall next to a cave
Title: Re: [MOD] GENESIS Reborn [5.27] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Rainbows on May 19, 2013, 03:45:34 pm
Could we have less frequent but bigger updates? You put out updates faster than i can generate new worlds.
Title: Re: [MOD] GENESIS Reborn [5.27] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 19, 2013, 06:45:02 pm
Wrong gem and ore tiles? I will look into it once I am back at home, I am at work now.

It's a pretty new thing with the modloader, so expect a lot of small updates because I need to fix bugs which appear from the transition.

And 5.26 and 5.27 are save compatible, you will just miss new added features. Make sure to update savegames with the modloader button to fix graphical issues.
Title: Re: [MOD] GENESIS Reborn [5.28] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 20, 2013, 02:41:54 pm
5.28
- Fixed Phoebus mineral and vermin tile graphics.
- Only for Phoebus users, totally save compatible with 5.27 (click "update savegames").
Title: Re: [MOD] GENESIS Reborn [5.28] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 20, 2013, 05:14:30 pm
I can't find the Automaton Manufactory in the building list. Or in the entity_dwarf.txt file... I guess the line
   [PERMITTED_BUILDING:AUTOMATON_MANUFACTORY] is missing altogether.
Also, Alchemical lab shows no reactions whatsoever, due to typos in the reaction names- [REACTION:ALCHEMY_05] is not [REACTION:ALCHEMY_5].
Title: Re: [MOD] GENESIS Reborn [5.28] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 20, 2013, 11:40:07 pm
Wow, you are the first to notice it after such a long time (with alchemy lab), thanks a lot but how did nobody notice it before? :D
You are my new TomiTapio :).
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 20, 2013, 11:43:37 pm
5.29
- Automaton manufactory and alchemical reactions appear correctly.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 21, 2013, 06:13:25 am
Clockwork transformation doesn't work, at least not on a female dwarf of the house of hearth.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 21, 2013, 07:56:20 am
Oh derp, it only works on males. My error, sorry, I will fix it.

If you want to fix it yourself, change [CREATURE_CLASS:NOT_CLOCKWORK_MALE] and [CREATURE_CLASS:NOT_CLOCKWORK_FEMALE] to [CREATURE_CLASS:NOT_CLOCKWORK] in creature_civ.txt, and change CREATURE_CLASS:NOT_CLOCKWORK_MALE] to CREATURE_CLASS:NOT_CLOCKWORK] in inorganic_g_substance.txt.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 21, 2013, 10:13:28 am
"Urist McFemale Hearth has transformed into a clockwork" announcement followed immediately by "Urist McFemale Hearth has transformed into a dwarf of Hearth."

EDIT: scratch that, it's the same with males. The transformation isn't permanent, it appears to last only 1 tick.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 21, 2013, 10:21:12 am
Yeah, that interaction is wrong. Thanks for finding this out for me :D.

For yourself, it was

Code: [Select]
[INTERACTION:TRANSFORM_CLOCKWORK]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_REMOVE_TAG:BLOODSUCKER:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:5]
[CE:CREATURE:DWARF:CLOCKWORK]
[SYN_CLASS:\PERMANENT]
[SYN_CLASS:DWARF]
[SYN_CLASS:MALE_CLOCKWORK]
which won't work since MALE_CLOCKWORK is not a caste (originally I wanted to make distinct sexes for clockworks).

Change it to
Code: [Select]
[INTERACTION:TRANSFORM_CLOCKWORK]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_REMOVE_TAG:BLOODSUCKER:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:5]
[CE:CREATURE:DWARF:MALE_REMADE]
[SYN_CLASS:\PERMANENT]
[SYN_CLASS:DWARF]
[SYN_CLASS:CLOCKWORK]

P.S. It's in interaction_houses.txt.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 21, 2013, 10:50:25 am
Won't that turn them into a male remade instead?
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 21, 2013, 12:05:41 pm
         [SYN_CLASS:\PERMANENT]
         [SYN_CLASS:DWARF]
         [SYN_CLASS:CLOCKWORK]

It's a part of autoSyndrome. It turns them into male remade temporary, and then into clockwork permanently.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 21, 2013, 12:32:04 pm
...OK, with all the irritating raw duplications brought by the mod loader, I think I'll just wait for a release when you fix that. Even population caps, nickname settings and embark rectangle size keep reverting to their crappy default values whenever I use it...
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Spleenling on May 21, 2013, 11:57:47 pm
May have found a bug

Playing adventure mode and I've just been sent to kill a MALE Succubus.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 22, 2013, 02:30:15 am
...OK, with all the irritating raw duplications brought by the mod loader, I think I'll just wait for a release when you fix that.
Raw duplications? I haven't got any... Can you tell me steps it took you to achieve them?

Even population caps, nickname settings and embark rectangle size keep reverting to their crappy default values whenever I use it...
They keep reverting only when you change tilesets. I'll try to code better settings saving system later :).

May have found a bug

Playing adventure mode and I've just been sent to kill a MALE Succubus.
It should be incubus, but I am not sure how to make gender-specific names without making separate curses for males and females. Just a naming issue which happens due to game mechanics.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 22, 2013, 05:53:42 am
...OK, with all the irritating raw duplications brought by the mod loader, I think I'll just wait for a release when you fix that.
Raw duplications? I haven't got any... Can you tell me steps it took you to achieve them?

Even population caps, nickname settings and embark rectangle size keep reverting to their crappy default values whenever I use it...
They keep reverting only when you change tilesets. I'll try to code better settings saving system later :).

May have found a bug

Playing adventure mode and I've just been sent to kill a MALE Succubus.
It should be incubus, but I am not sure how to make gender-specific names without making separate curses for males and females. Just a naming issue which happens due to game mechanics.

I meant how there are a total of 4 raw folders (discounting the ones in data/ region saves) and I have no idea which of them actually matter, so I have to overwrite them all. It was a lot easier when you just made separate versions instead of experimenting with the modloader. I really don't see it as a good idea, unlike Masterwork where races, workshops and similar important and complicated gameplay features can be switched on and off, here everything that can be set in the modloader is data/init one-liner stuff, except for the aquifers, which have a dfhack command to deal with them anyway.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 22, 2013, 08:40:34 am
Dude, it's exactly the same thing, Masterwork even took a lot of the old Genesis structure. Why do you think it's good there and bad here? :D It's just a start, more options will show up.

You need to change stuff in every folder if you want to affect all tilesets.

P.S. There's JUST 4 folders. There will be a dozen like in Masterwork once I start working on other playable races.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Undeadlord on May 22, 2013, 09:31:50 am
Not that any input from me is required, but I will say I like the modloaders! DF is complicated enough for new people (hell even complicated for me from time to time) Atleast making picking and using a mod as easy as it can be.

My .02

Dude, it's exactly the same thing, Masterwork even took a lot of the old Genesis structure. Why do you think it's good there and bad here? :D It's just a start, more options will show up.

You need to change stuff in every folder if you want to affect all tilesets.

P.S. There's JUST 4 folders. There will be a dozen like in Masterwork once I start working on other playable races.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 22, 2013, 12:40:03 pm
Dude, it's exactly the same thing, Masterwork even took a lot of the old Genesis structure. Why do you think it's good there and bad here? :D It's just a start, more options will show up.

You need to change stuff in every folder if you want to affect all tilesets.

P.S. There's JUST 4 folders. There will be a dozen like in Masterwork once I start working on other playable races.

Not saying it's bad, just that it massively discourages any additional modding done to it by myself, forcing me to wait for bugfixes for things like the automaton transformation issue instead of trying to make it work.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 22, 2013, 12:49:24 pm
Well, deal with it! Just mod the existing /dwarf fortress/ directory for yourself if you don't plan to switch tilesets, it's that easy :D.

I plan to rework a lot.

1) Separate the mod into components. For example, "steamworks" (guns, explosive blocks, steam engine, clockworks, automatons etc), "thaumaturgy" (spellstaves, magical bolts, alchemy, mages/liches), "industry" (cement factory (coming soon), timberyard, clayworks etc) et cetera.

2) Change "void dwellers". Turn them into illithids (old genesis-style, with voidsteel equipment and good armor), slender horrors (armorless/weaponless but vanishing and casting magic) and abominations (organic transforming monsters), and make every of them optional.

3) Further specialize cavern layers: caverns, crystal caves, abyss. 1st caves will be like current 1 and 2; 2nd caves will grow crystal trees (new industry) and host crystalline dragons, gem elementals and such; 3rd caves will be Dark Souls-style Abyss, with abysswalkers, demonic hounds etc.

I should find some time this week and push this out of me :D.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 22, 2013, 05:04:29 pm
Did anyone ever try the magic blocks? This may sound stupid, but as far as I know catapults only fire boulders, not blocks... has it been changed?
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Alkhemia on May 22, 2013, 07:20:44 pm

 3rd caves will be Dark Souls-style Abyss, with abysswalkers, demonic hounds etc.

<3 I love how you are adding more dark soul stuff
I need to get back into df again been playing too much dota lately.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 22, 2013, 09:51:41 pm
Did anyone ever try the magic blocks? This may sound stupid, but as far as I know catapults only fire boulders, not blocks... has it been changed?
Dude, check the manual under DFHack stuff. Catapults can fire targeting specific rectangles over Z levels and they can fire anything.

P.S. It's Alt-A while Q-ing over a catapult.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Meph on May 23, 2013, 08:26:27 am
Deon, it is good to see you back and so active :)

If there is anything I can do to help, let me know. You know how I do the change in the init, I dont replace the init, but have it linked to the tileset, then replace the tileset without changing names. This way you keep the init settings when you update tilesets.

I am curious to see how you will do savegame-updates with different tilesets once you have optional settings. I never could get it right, because the set of raws you copy over must have the same reactions, inorganics and so forth then the old set with the other tile numbers. I couldnt figure out how to automate that, and people can break so much with this, I decided to leave it out entirely.

I wondered about the blocks/boulders as well. The dfhack plugin is great, but I think most people would just stockpile-feed the catapult, its a lot easier when you have several of them.

Nice trick with the dragon deities. :) Mind if I borrow this to give each race a distinctive megabeast that might rule them/is worshipped? Could you please tell me if this is correct:
It must be a megabeast/semimegabeast.
It must have CAN_SPEAK.
It must have a symbol/sphere shared with an entity.
And something about secrets/slabs, but you might have to give me a nudge in the right direction.

Quote
caverns, crystal caves, abyss
Sounds familiar. :) The caverns themselves wont mix much in color, because the ground is already covered, but your soil-levels will look really odd, if the colors dont match well. I have dark green, bright blue and grey/dark blue, and the bright blue already looks odd when mixed with the dark green. Previously I had moving red "magma maggots" as 3rd cavern floor, it looked awesome, at least till they started to grow  guess what I am trying to say is: Try to keep it neutral.

Do you have any problems with your rare powerful castes, the clockworks, arriving as migrants?

If you have any powerful construct pets that you have that arrive with migrants as pets, I did find a solution for that: IMMOBILE stops that. You can then buy immobile creature variants from the caravans, and transform them in a workshop. Thats how I fixed my golems. Migrants no longer bring them, and the caravans bring "inactive golems" which cant move, but still fight. The workshop then "activates" the golem to the former creature I used. Maybe this helps. :)
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 23, 2013, 10:30:58 am
Question: how does the caste transfer transformation affect skills? If I have a steel dwarf with 10000 xp in Hammerdwarf, will it still be 10000 xp in Hammerdwarf when I make him into a clockwork? And how are attributes affected?
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Black_Legion on May 23, 2013, 11:33:05 am
All skills should carry over. A Dwarf Hammerlord will simply be a Clockwork Hammerlord... as far as attributes that's an interesting question. Transforming from on creature to another should reset the physical appearance (a side effect of this is regenerating all lost limbs and injuries) but some stats naturally build attributes. These should be carried over so a corpulent dwarf may become a corpulent clockwork hanging with rings of what every fat clockworks are made of.

Unless its a completely different body-template and such from a normal dwarf the Clockwork transformations should function just like vanilla Vampires/Were-creatures though where most of the creatures attributes are sustained and reflective in the new creature.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 23, 2013, 12:14:31 pm
Clockworks don't have body size alteration attributes, so no "fat bronze" here.

Deon, it is good to see you back and so active :)

If there is anything I can do to help, let me know. You know how I do the change in the init, I dont replace the init, but have it linked to the tileset, then replace the tileset without changing names. This way you keep the init settings when you update tilesets.

I am curious to see how you will do savegame-updates with different tilesets once you have optional settings. I never could get it right, because the set of raws you copy over must have the same reactions, inorganics and so forth then the old set with the other tile numbers. I couldnt figure out how to automate that, and people can break so much with this, I decided to leave it out entirely.

I wondered about the blocks/boulders as well. The dfhack plugin is great, but I think most people would just stockpile-feed the catapult, its a lot easier when you have several of them.

Nice trick with the dragon deities. :) Mind if I borrow this to give each race a distinctive megabeast that might rule them/is worshipped? Could you please tell me if this is correct:
It must be a megabeast/semimegabeast.
It must have CAN_SPEAK.
It must have a symbol/sphere shared with an entity.
And something about secrets/slabs, but you might have to give me a nudge in the right direction.

Quote
caverns, crystal caves, abyss
Sounds familiar. :) The caverns themselves wont mix much in color, because the ground is already covered, but your soil-levels will look really odd, if the colors dont match well. I have dark green, bright blue and grey/dark blue, and the bright blue already looks odd when mixed with the dark green. Previously I had moving red "magma maggots" as 3rd cavern floor, it looked awesome, at least till they started to grow  guess what I am trying to say is: Try to keep it neutral.

Do you have any problems with your rare powerful castes, the clockworks, arriving as migrants?

If you have any powerful construct pets that you have that arrive with migrants as pets, I did find a solution for that: IMMOBILE stops that. You can then buy immobile creature variants from the caravans, and transform them in a workshop. Thats how I fixed my golems. Migrants no longer bring them, and the caravans bring "inactive golems" which cant move, but still fight. The workshop then "activates" the golem to the former creature I used. Maybe this helps. :)
1) About dragons, it's INTELLIGENT, POWER and spheres.

2) I was thinking about crystal caves from Dark Souls, do you have crystal caves too? I haven't checked Masterwork in a while, I definitely should.

3) Amazing idea about immobile pets! And yes, clockworks arrive as immigrans but they are very rare, and it's actually supposed to happen.

Do you know if civilizations still put immobile pets in their farmland? Seeing fields with roaming centurions for dherim is weird (because they have ANY_PET_RACE).
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Meph on May 23, 2013, 05:35:36 pm
Quote
Do you know if civilizations still put immobile pets in their farmland? Seeing fields with roaming centurions for dherim is weird (because they have ANY_PET_RACE).

I dont think so. With farmland you do mean advmode I guess... I never played it, but I think people would have mentioned farms full of golems, landmines and turrets... ;) So yeah, I am quite sure that immobile creatures dont show up there.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Spleenling on May 24, 2013, 02:23:17 am
How do I get rid of polymorth self?
Im stuck as a wolf
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Trapezohedron on May 24, 2013, 03:32:05 am
go to sleep
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 24, 2013, 07:34:28 am
go to sleep

Or wait. Or just run aroun, it will wear off in IIRC 1200 ticks.

Suggestion for balance: removing close range fire attacks like the DRAGONFIRE and FIREJET interaction from [INTERACTION:SECRET_PYROMANCY], and giving them a transformation like the Druid's direwolf polymorph, where they temporarily become a (dragon-or demon themed) creature that's [FIREIMMUNE][FIREIMMUNE_SUPER] and has all the flame attacks they currently have, without their tendency to one-shot themselves with casting dragonfire at a wolf and dieing in the flames themselves. Maybe give them some natural armor, like harder skin than human. This way they not only won't kill themselves and our adventurers/dwarves in one shot, they will become more dangerous if wounded, just like werebeasts (same trigger for transformation as those have).
Bonus point if the creature is [FLIER] and has a grip, [EQUIPS] etc, like a winged humanoid.
Extra bonus points if the creature is the same size as a dwarf/human, so an adventurer can use his equipment in this form (will it remain equipped?).

Suggestion 2.0: Plague zombie minions for blight prophets, maybe? Adding syndrome interactions like you added that firejet interaction to pyre zombies. Syndrome vapor(s) or secretions or spittle, serious but treatable and resistable if possible? Maybe optional, multiple types with fitting names - miasma zombie rotting infected (vapor), pus zombie oozing infected (noxious secretions), vomiting infected (spittle)... It'd be nice to have them build towers and field minions that are challenging.

Maybe you could add some kind of minions for wizards and stormbringers too, I wonder if worldgen counts them as minions if they aren't corpses, but like necromancer's scarabs, corpses transformed into something else entirely. If yes, maybe they could have wisps or imps or familiars or the like (If you want them to be really hardcore, golems, like flesh golems, metal or rock would be overkill...dunno about clay), with the [NOT_LIVING][OPPOSED_TO_LIFE] tokens used in plant minions- Druid towers work just fine for some reason, even if druids aren't even [NOT_LIVING]...
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: nogoodnames on May 24, 2013, 03:30:03 pm
I've mostly been avoiding the dfhack utilities included with this mod, but today I decided to try out advfort and I've run into a problem.

I started by trying to collapse a human castle keep by removing the walls. It was working out fine for a while until, while trying to remove a wall, the work counter got stuck at -1. After that I couldn't do any jobs. Whenever I tried to get him to do something my adventurer would move to an adjacent space without doing anything and the job display would show "[selected job] working(-1)"

Anyone know why this is happening or how to fix it?
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 24, 2013, 04:22:42 pm
Eat/drink. He tries to do some activity a dwarf would normally do, like to go eating, drinking or sleeping.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: nogoodnames on May 24, 2013, 05:10:18 pm
I had thought that might be the case, but he wasn't displaying any needs notifications. Then again, dwarves in fortress mode do go after food and drink before they actually get "hungry" or "thirsty" status.

Thanks
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Man of Paper on May 24, 2013, 05:54:05 pm
Got a 5.27 Dalesman I'm playing as right now, and I'm hoping this one lives long enough for the story I'm writing of him to be entertaining. If his third target doesn't stab him in all the places and he continues to be awesome I may even post this one.

Thank you Deon for adding oh so much to an already beautiful thing. I write for most of my (usually short-lived) adventurers, and all the fluffy lore really adds to what I can write in, including that badass history. Oh, and I don't recall offhand, but am I correct in assuming the Worldbreak happened at Year 0?

Finally, this was a few pages back, but I've had the best luck for flavorful worlds generating them at between 200 and 250 years, though I tend to worldgen at the lower end of that spread.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Brandon816 on May 24, 2013, 10:35:46 pm
I've got a suggestion. Is there any way that we can get alert messages to show up whenever the adventurer is too hungry/thirsty/tired to work? Like, a second line under the current advfort action in the top left of the screen. That way we won't have to guess which need it is.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Putnam on May 25, 2013, 01:36:46 pm
Not Deonms jurisdiction.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Rainbows on May 26, 2013, 01:47:19 pm
Quote from: The Manual
The mod has custom night creatures, vampires, werebeasts, necromancers, curses etc., to see them you should use the “Design new world with advanced parameters” option because world generation settings there has been tweaked to allow custom curses and things like those. If you generate through the “Play Now!” option you will most likely lose all this new content.

What exactly has to be changed in Advanced Parameters to let all the curses,etc happen?
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 26, 2013, 02:04:43 pm
Quote from: The Manual
The mod has custom night creatures, vampires, werebeasts, necromancers, curses etc., to see them you should use the “Design new world with advanced parameters” option because world generation settings there has been tweaked to allow custom curses and things like those. If you generate through the “Play Now!” option you will most likely lose all this new content.

What exactly has to be changed in Advanced Parameters to let all the curses,etc happen?

0 for secrets, vampire curses, werebeast curses, etc, everything. This will cause the world to have no randomly generated secrets, vampires, etc, so all that appear will be the custom ones defined in the raws. Otherwise their numbers would be diluted by boring vanilla vampires and necromancers, who despite being procedurally generated, are all the same. Werebeasts are less diverse in Genesis but much more challenging than what vanilla games offer.
AFAIK there are no bogeyman and night troll types defined in the current version of Genesis so you don't miss any content if you leave those at some non-zero value.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 26, 2013, 03:17:56 pm
Bogeymen are set to 0 for a reason. 1) I was not very fond of them and 2) it helps to build adventure mode fort without companions as an outsider in deep wilderness. Of course you can always wall yourself in for a night with a pickaxe, but it's a nuisance.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Rainbows on May 27, 2013, 04:14:58 am
Is there a point to having clockworks or remade other than to cure vampires? Do they have various no pain, no stun abilities?
And if they are wounded can they be healed by doctors in the usual way?
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 27, 2013, 06:34:53 am
Remade are mostly for vampires, demoniacs and other bad blood. They also possess a good natural attack.

Clockworks are made from metal. So there's a point.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 27, 2013, 06:44:56 am
Is there a point to having clockworks or remade other than to cure vampires? Do they have various no pain, no stun abilities?
And if they are wounded can they be healed by doctors in the usual way?

Remades just have a metal hand and a metal leg. Clockworks are brutally efficient slaughter-machines of doom with
[NO_GENDER][CANNOT_UNDEAD]
      [NOPAIN][EXTRAVISION][NOBREATHE][NONAUSEA][NOEMOTION]
      [NOEXERT]
      [NO_DIZZINESS]
      [NO_FEVERS].
So clockworks can't be reanimated, don't have babies, and are immune to most causes of death and resistant to others. Not sure what [NOEMOTION] does.

Good questions about wounding. Their metallic tissues have a healing rate, and as other dwarven castes they don't have NO_SLEEP and NOSTUN... Except when made from vampires, Deon,    [CE_REMOVE_TAG:BLOODSUCKER:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST] should also contain NOSTUN, otherwise "cured" vampires will go sleep and never wake up.
Also, I don't know if normal chapterhouse caste transfers will re-set attributes and heal bodies, or not.

EDIT: speaking of which, Deon, does the most recent downloadable version have clockwork transformation fixed, or it'll have to wait for a new release?
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Godlysockpuppet on May 27, 2013, 09:34:32 am
NOEMOTION removes the ability to have both good and bad thoughts.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 27, 2013, 09:37:36 am
NOEMOTION removes the ability to have both good and bad thoughts.

So they can't go mad from miasma or tragedy or even failed moods? Sweet.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Trapezohedron on May 27, 2013, 09:42:39 am
Is there a point to having clockworks or remade other than to cure vampires? Do they have various no pain, no stun abilities?
And if they are wounded can they be healed by doctors in the usual way?

Remades just have a metal hand and a metal leg. Clockworks are brutally efficient slaughter-machines of doom with
[NO_GENDER][CANNOT_UNDEAD]
      [NOPAIN][EXTRAVISION][NOBREATHE][NONAUSEA][NOEMOTION]
      [NOEXERT]
      [NO_DIZZINESS]
      [NO_FEVERS].
So clockworks can't be reanimated, don't have babies, and are immune to most causes of death and resistant to others. Not sure what [NOEMOTION] does.

Good questions about wounding. Their metallic tissues have a healing rate, and as other dwarven castes they don't have NO_SLEEP and NOSTUN... Except when made from vampires, Deon,    [CE_REMOVE_TAG:BLOODSUCKER:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST] should also contain NOSTUN, otherwise "cured" vampires will go sleep and never wake up.
Also, I don't know if normal chapterhouse caste transfers will re-set attributes and heal bodies, or not.

EDIT: speaking of which, Deon, does the most recent downloadable version have clockwork transformation fixed, or it'll have to wait for a new release?

Polymorphing will probably not reset tokens/abilities, because of the syndromes being separate and such. Thus, I think that NO_STUN should be added in anyway, because dwarves, by default, can be stunned, so those tokens wouldn't have any effect if the dwarf doesn't have NO_STUN.
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 27, 2013, 09:45:48 am
Is there a point to having clockworks or remade other than to cure vampires? Do they have various no pain, no stun abilities?
And if they are wounded can they be healed by doctors in the usual way?

Remades just have a metal hand and a metal leg. Clockworks are brutally efficient slaughter-machines of doom with
[NO_GENDER][CANNOT_UNDEAD]
      [NOPAIN][EXTRAVISION][NOBREATHE][NONAUSEA][NOEMOTION]
      [NOEXERT]
      [NO_DIZZINESS]
      [NO_FEVERS].
So clockworks can't be reanimated, don't have babies, and are immune to most causes of death and resistant to others. Not sure what [NOEMOTION] does.

Good questions about wounding. Their metallic tissues have a healing rate, and as other dwarven castes they don't have NO_SLEEP and NOSTUN... Except when made from vampires, Deon,    [CE_REMOVE_TAG:BLOODSUCKER:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST] should also contain NOSTUN, otherwise "cured" vampires will go sleep and never wake up.
Also, I don't know if normal chapterhouse caste transfers will re-set attributes and heal bodies, or not.

EDIT: speaking of which, Deon, does the most recent downloadable version have clockwork transformation fixed, or it'll have to wait for a new release?

Polymorphing will probably not reset tokens/abilities, because of the syndromes being separate and such. Thus, I think that NO_STUN should be added in anyway, because dwarves, by default, can be stunned, so those tokens wouldn't have any effect if the dwarf doesn't have NO_STUN.

They normally don't have any of BLOODSUCKER:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST either. But if they are vampires, they have all that, and NOSTUN. And just look up the wiki about the NOSTUN creature token, it's bad news for citizens in fort mode...
Title: Re: [MOD] GENESIS Reborn [5.29] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Alkhemia on May 27, 2013, 10:35:45 pm
NOSTUN make it so if they go to sleep they never get up it bad to have in fort mode
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 28, 2013, 01:26:34 am
5.30
- Clockwork and remade transformations now work properly for both genders without issues.
- Removed screw press and soap maker's workshop. Soap making moved to alchemical lab, pressing to kitchen.
- New custom workshop sorting menu.
- Finally tracked down and fixed "encrusted with _" error.
- Vulture tile is fixed.
- Magma steam engine is properly avaliable.
- Bronze centurions and utility spiders now are inactive by default. Activate them in automaton factory for 1 soul gem.
- No more bronze centurions and utility spiders arriving as pets with migrants.
- Automaton manufactory has a brand new look and it's 3x3 now.
- Transforming into a clockwork now removes NOSTUN.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 28, 2013, 05:10:08 am
Yippeeee! Testing it soon ;)

Bug: Wicker bed reaction gives wicker bins instead.
Fun fact: dwarves can outrun the clowkwork transformation syndrome cloud. Better close the door on them ;) Also, I'll test soon if it's possible to transform several dwarves in one go by cramming them into the area of effect.
Question: Are muskets stronger than good old crossbows? They have impressive SHOOT_FORCE and SHOOT_MAXVEL values...
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Azorian on May 28, 2013, 10:30:32 pm
I have recently encountered this problem when trying to launch the new modloader gui. This is the problem:
Spoiler (click to show/hide)

 Would anyone mind helping me out?
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Alkhemia on May 28, 2013, 10:46:59 pm
Do you have net framework installed?
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Azorian on May 28, 2013, 10:50:03 pm
Friend I dont even know what net framework is. Run me through it?
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Alkhemia on May 28, 2013, 10:53:00 pm
Friend I dont even know what net framework is. Run me through it?
http://www.microsoft.com/en-us/download/details.aspx?id=17851 if what you need as long as you are running windows
If you're on a mac I can't help you
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 29, 2013, 09:41:04 am
So, Deon, I see there are a few types of leather, but I'm not sure how strong they actually are compared to each other and other clothing materials.
And how do I know if a druidic ritual in the Occult Grove was successful?

...Turns out, Dwarf Therapist doesn't see druids as dwarves. Strange. And is there any way to turn off the combat report lag generated by their liberal use of the Empower interaction?
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 29, 2013, 11:28:26 am
Suede is weaker than cloth and cannot be made into armor, leather is vanilla and hide is tougher. Dragonscale is a bit better than copper, so not perfect as armor per se, but remember that dragonscale cloaks, robes and hoods worn on top of armor can save your ass. Also hide is quite good vs animals.

In the next version I buff dragon scales to a level of steel, so killing a dragon with something worse than masterwork iron or good quality steel will be impossible. Treated dragonscale on another hand will be better than steel and flexible, so it will be a great armor.

I'm also adding mimics to caverns which will drop a bunch of stuff, with a chance to drop things like weird metals and even dragonscales, so there will be more ways to obtain it. The new semimegabeast "treasure pile" will have a bunch of dragonscales and a few amazing weapons as a drop as well.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Meph on May 29, 2013, 12:16:19 pm
To save you a bit of time: Dragonscale, steel grade, bit lighter, firesafe.

Code: [Select]
// fake creature for epic armor
[CREATURE:DRAGONSCALE]
   [NAME:dragon:dragon:dragon]
   [USE_MATERIAL_TEMPLATE:SCALE:DRAGONSCALE_TEMPLATE]
   [SELECT_MATERIAL:ALL]
[MATERIAL_VALUE:15]
[ARENA_RESTRICTED]
[DOES_NOT_EXIST]

Code: [Select]
// dragonscale. temperature immune, steel grade, light. perfect leather material.
[MATERIAL_TEMPLATE:DRAGONSCALE_TEMPLATE]
[MAT_FIXED_TEMP:10067]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:scale]
[STATE_ADJ:ALL_SOLID:scale]
[STATE_COLOR:LIQUID:GREEN]
[STATE_NAME:LIQUID:dragonscale bug]
[STATE_ADJ:LIQUID:dragonscale bug]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[SOLID_DENSITY:1850]
[LIQUID_DENSITY:1980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[STATE_COLOR:ALL_SOLID:BLUE]
[IMPLIES_ANIMAL_KILL]
[LEATHER]
[ITEMS_LEATHER]

I did it like this in masterwork, but I dont think it will be entirely feasable for Genesis. I replaced all megabeast corpses with itemcorpses, and added a new workshop for it, the slaughterhouse. It always gives 1 trophy (to put in your display stand), 1 legendary skill reward and 1 practical item, like the dragonscales in this case.

Code: [Select]
[REACTION:BUTCHER_MEGABEAST_DRAGON]
[NAME:Butcher dragon corpse]
[BUILDING:SLAUGHTERHOUSE:CUSTOM_D]
[REAGENT:A:1:TOOL:ITEM_TOOL_DRAGON_CORPSE:INORGANIC:NONE]
[PRODUCT:100:10:SKIN_TANNED:NONE:CREATURE_MAT:DRAGONSCALE:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:TOOL:ITEM_TOOL_DRAGON_TROPHY:INORGANIC:BLANK]
[PRODUCT:100:1:TOOL:ITEM_TOOL_AETHER:INORGANIC:PLATINUM]
[SKILL:BUTCHER]
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 29, 2013, 12:36:18 pm
WHy is your SKIN_TANNED of 150 dimension?

That's a good idea, my dragons are intelligent and not butcherable, so I will do it this way.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Meph on May 29, 2013, 12:48:06 pm
Because I am sometimes a lazy bastard and copy paste stuff without deleting unnecessary artefacts, like the product_dimension. I dont even know how many of my boulders have that attached to it. ^^ Just delete it, but it has no negative effect.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 29, 2013, 06:19:57 pm
Uh huh. How do I defeat a storm dragon? It killed a dwarven caravan, and 3-4 ambush squads of outlaws and goblins, with only a dented leg to show for it. It paralizes everything with chain lightning then finishes it off with melee... and it's [TRAPAVOID]. Does webbing it over some cage traps still work? Or setting it on fire with a jade cannon?
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Trapezohedron on May 29, 2013, 08:19:33 pm
You could try crashing the ceiling down into its head. Alternatively, ballistas and catapults. And yes, webs do work if you can manage it.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 29, 2013, 10:12:50 pm
Web it with catapult blocks.

I definitely need to add more anti-megabeast things now that megabeasts are actually MEGA.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 30, 2013, 03:37:57 am
The Jade Cannon did lit it on fire, but it walked it off and now has no fat left.

Well, I could also try sending a husk against it from sacrificial pit... but then I'd have to deal with the winner. Though given how it clawed off outlaw heads in onw swipe, it may not be the husk. Webbing it is, I'll try catching this beast and keep it caged as a self-destruct lever. A serpentfolk siege squad killed it. Fear it's cobalt javelins!

Also, two 3 minor features:
-fire blocks. Which stockpile they go to?
-if we could specify what metal to use to make bullets, that would be great. Because of the above, feeding stockpiles are not an option.
-are clockworks splintable? Because some of mine got fractured limbs and despite an abundance of splints, never recievedanything more than sutures and dressings.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Rainbows on May 30, 2013, 02:12:25 pm
Alas clockworks have half learning for everything? Is there a way to edit this?
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 30, 2013, 04:11:05 pm
I'll release a new patch today to address a few issues, thank you Tirion.

Rainbows, it's editable in the dwarf raws. I will make an option in modloader for that for the next version.

I plan to rework alchemy altogether. Right now we have temporary plants-potions which are not that useful and not interesting at all.

I plan to split it and combine with Thaumaturgy guild in a better way.

1) Calcinator.
Here your geomancers (renamed gemcutting job) will process special rare gems (rock crystal will be replaced with many colored crystals) into gem powder and a few essenses (rare chance).
Common gems can be grinded into gem powder with a very rare chance to produce an essense.

You will also be able to make concrete blocks and pipes out of boulders and ash or slag (new byproduct of iron/steel making).

Living metal will be made here as well.

2) Alchemical still.
Here your alchemists will brew plants and essences to get PERMANENT potions. Since essenses are rare the potions will be rare as well.
There will be stat adding, magic infusing and a few other potions.

Note that there will be a chance of bad events, so isolate your stills and guard them.

3) Testing lab.
Here dwarves will consume potions to get desired effects (with a rare chance to temporary go berserk/turn into a monster, as I said - TEMPORARY).

4) Flesh Studio will be renamed into Thaumcrafting Studio.
Here you will make remade.
Here you will be able to turn living animals into golems with a few rare essences.
Here you will transfuse corpses of golems, disenchant lost treasure etc.

5) Geomancy lab
Here dwarves will crystallize gem powder, mixing it with essences to craft explosive/inferno/webbing blocks, and also this will be a place to craft magic staves and charges for them.

I need to find more uses for the gem powder. Ideas?
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: ggamer on May 30, 2013, 04:35:02 pm
I found this.

Spoiler: scandal (click to show/hide)

Worth it.

E: That entire post was awful, but the pic is worth it. Even if the editing on it is awwwful
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Logrin on May 30, 2013, 06:58:08 pm
How about a process to convert excess gem powder into hexing talc; a trap ingredient that causes syndromes?

While we're at it maybe make a man portable version for our clockwork soldiers, maybe call it a Dwarven Fumer or Murkcaster

If it's even possible maybe gem powder could be a key component to illusionary walls that keep water from occupying the first few Z levels below or above of it. Allowing dwarves to slowly but surely colonize the sea floor.

Perhaps it could be part of building some sort of obelisk? Maybe it does something neat like purify water or give those approaching it a painful zap?
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: There Is No Vic on May 30, 2013, 09:36:50 pm
What happened to rock throwing? No rocks in a while. So sad.

Gem powder suggestions:

  - water burst
  - steam burst
  - sleep cloud
  - lightning
  - stun
  - insanity: attack allies
  - fear: run away
  - http://en.wikipedia.org/wiki/Necrotizing_fasciitis (http://en.wikipedia.org/wiki/Necrotizing_fasciitis)
 
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Putnam on May 30, 2013, 10:57:23 pm
Necrotizing fasciitis's primary symptom (...necrosis) is already in the game, so that makes it a bit easier. Fear and lightning are Things What Can't Be Done there. Water burst would be a bit iffy.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 31, 2013, 04:59:53 am
Necrotizing fasciitis's primary symptom (...necrosis) is already in the game, so that makes it a bit easier. Fear and lightning are Things What Can't Be Done there. Water burst would be a bit iffy.

Lightning is done with the stormbringer secret, and is ridiculously overpowered.

Now, gem powder suggestions:
mundane, supposing they can be stockpiled:
-high value glazing material
-compressing it into a boulder made of thar gem. Diamond statues, here I come!
"magical"
-use it in potions. Common gems, or simple glass, is for crappy/risky potions, rare gems for strong, stabilized ones.

Also, other suggestion:
- please dial back the building sizes/materials, Chapterhouse and Thaumaturgy Guild are a pain in the ass to build.
- maybe no plants for Occult Grove? They wither, and then disappear, and the building deconstructs when that happens.
- Occult Grove: snow is nice, but can you make water outside freeze, too? That would make some awesome traps...
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Rainbows on May 31, 2013, 06:06:07 am
I think i found the skill modifiers in creature_civ but I can't find a block for clockworks.
Since all their skills are 50% does that mean they never needed a change from the pre set average?
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 31, 2013, 06:50:10 am
Yeah, all dwarves get 50% skill learn rates and then buffs from castes. Clockworks just stay like that.

@Tirion I agree that tons of materials required is a bit tiresome now that I play my own mod again :D. I will look into that.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Rainbows on May 31, 2013, 07:24:28 am
Spoiler (click to show/hide)

Because I'm lazy I just copy and pasted from the other castes except for Scrolls and hearth. However according to Dwarf Therapist it isn't working. 
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 31, 2013, 07:33:40 am
Fun facts about Occult Grove-made druids:
-they don't show up in Dwarf Therapist, but in the game itself they are still listed among your dwarves (the same way enemy necromancers are named, so "Obok McSpammer Dwarf of Scrolls Miller druid"), can be given jobs and put into squads.
-they use the Empower interaction on everything friendly they come across, generating lots of useless combat reports. Is there a way to turn those off? Dunno if they use Heal at all.
-they use the Direwolf transformation every time they'd flee from an enemy. Sometimes they transform even when in the military, but so far I only got that with musket/crossbow squads. Healing any and all injuries this way is quite awesome, but dropping all clothes can be a pain in the ass.
-druids in melee squads fight normally, and cast Harm on enemies. Neat.

Questions about other transformations:
-I saw geomancers in the raws, where do I make them?
-I activated and upgraded a war centurion (tame) and a utility spider into flamethrower versions, they display the name but don't shoot from behind fortifications. A Jade Cannon standing on the same tile shoots at enemies. Did I miss something? Should I also give them a power core (what does that one do?)?

Also, have you considered removing [SHAPED] from caps? It'd make 'over clothing' uniforms viable again.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Azorian on May 31, 2013, 11:29:37 am
I personally have a few questions (Don't laugh though, Cause I am a complete noob when it comes to Genesis):

I have always wanted to get into the Genesis mod as hardcore as I have Normal DF, but the only way I ever got good at the vanilla version is following numerous (and I mean hours on end, I've probably spent more time watching/reading guides than playing) guides on it. But I haven't ever been able to find a guide or at least a LP on the Genesis Mod.

This being so, It's been quite hard for me to get into the Fortress mode of Genesis. I was wondering if anybody knew of some sort of guide or LP for it? It would help me tremendously and soon I would become a regular fan. Thanks for the help in advance.

Also, I've noticed that the tileset for Genesis is.. How do I say, It feels off. It feels. Wonky. Ironhand and Phoebus all feel wonky and ACII is alright. But they are either too small, or too big, or make all the text weird. Any pointers to help with that as well?

Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on May 31, 2013, 12:24:49 pm
Can you tell me what's wrong with the tileset in your opinion? It's pretty much the same tileset with a few custom tiles.

Also there's a manual included in the download, have you read it?
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 31, 2013, 12:44:16 pm
Deon, is it normal if my dwarves collect/dump some "fire" (grey sand-like stuff) from the stone floor after a Jade Cannon had it's way with some invaders? Should I worry, or the stuff is inert if it didn't evaporate/combust the first time around? Temperature is on, and the targets did catch on fire... I wonder if I could set grass, or moss, or wooden grates on fire with jade cannons, with a web farm-like setup.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Azorian on May 31, 2013, 03:28:47 pm
Can you tell me what's wrong with the tileset in your opinion? It's pretty much the same tileset with a few custom tiles.

Also there's a manual included in the download, have you read it?

It could just be me, but, for me at least, the Tileset always overlaps other things. Mainly in adventure mode (all I've worked with so far) items will overlap each other and I'll only be able to read half of it. It's not eh tileset, but the spacing of it. Could just be  a problem of my own though.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Rainbows on May 31, 2013, 03:39:18 pm
Can voidspawn wildlife be nerfed? I expected, when I went to a half haunted map, there to be freakish weather and maybe some more dangerous wildlife. What i did not expect was flying tentacle gods immune to all my weapons. A single one flew by after first immigration, slaughtered all but two of my dwarves who I had to then clockwork to prevent melancholy. I survived for another year. As the second dwarven caravan came four Voidspawn McWorldBurner came along. The bodyguards were slaughtered (one even had a moonsilver greataxe that would only tear the skin) and the merchants were hunted down and killed. That left 4 jade cannons free to set alight the entire map without doing any damage to the actual targets.

Also I had problems activating bought Utility Spiders. I ran the reaction but the cloud didn't reach it even though it was only one tile away (as close you can place one as far as i know), I couldn't even see the cloud it dispersed so fast..
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on May 31, 2013, 04:35:03 pm
Can voidspawn wildlife be nerfed? I expected, when I went to a half haunted map, there to be freakish weather and maybe some more dangerous wildlife. What i did not expect was flying tentacle gods immune to all my weapons. A single one flew by after first immigration, slaughtered all but two of my dwarves who I had to then clockwork to prevent melancholy. I survived for another year. As the second dwarven caravan came four Voidspawn McWorldBurner came along. The bodyguards were slaughtered (one even had a moonsilver greataxe that would only tear the skin) and the merchants were hunted down and killed. That left 4 jade cannons free to set alight the entire map without doing any damage to the actual targets.

Also I had problems activating bought Utility Spiders. I ran the reaction but the cloud didn't reach it even though it was only one tile away (as close you can place one as far as i know), I couldn't even see the cloud it dispersed so fast..

Heh. I looked at living metal in-game, looked up the [EVIL] tree I'd have to use to make it, then looked up evil creatures. Then resolved not to ever go where they live  :o

As for spiders and centurions, I activated 2 in 3 tries, by pasturing it directly on the walkable center tile of the automaton workshop.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on June 01, 2013, 04:23:33 am
Can you tell me what's wrong with the tileset in your opinion? It's pretty much the same tileset with a few custom tiles.

Also there's a manual included in the download, have you read it?

It could just be me, but, for me at least, the Tileset always overlaps other things. Mainly in adventure mode (all I've worked with so far) items will overlap each other and I'll only be able to read half of it. It's not eh tileset, but the spacing of it. Could just be  a problem of my own though.
Ah, Ironhand is 18x18, that may cause it if you use resolutions lower than 1920xsomething.

Also I had problems activating bought Utility Spiders. I ran the reaction but the cloud didn't reach it even though it was only one tile away (as close you can place one as far as i know), I couldn't even see the cloud it dispersed so fast..
You should place them ONTO workshop, the cloud should not "reach" it, I should have made it clearer in the manual, the creature should be within workshop itself. I will make the workshop bigger I guess.

Can voidspawn wildlife be nerfed? I expected, when I went to a half haunted map, there to be freakish weather and maybe some more dangerous wildlife. What i did not expect was flying tentacle gods immune to all my weapons. A single one flew by after first immigration, slaughtered all but two of my dwarves who I had to then clockwork to prevent melancholy. I survived for another year. As the second dwarven caravan came four Voidspawn McWorldBurner came along. The bodyguards were slaughtered (one even had a moonsilver greataxe that would only tear the skin) and the merchants were hunted down and killed. That left 4 jade cannons free to set alight the entire map without doing any damage to the actual targets.
You are the first one giving feedback on the evil biome. I guess not many people actually played there for long. I removed zombification there and decided to balance it out with strong creatures, I guess I overdid it. Thank you for the feedback, I will look into it ASAP.

P.S. Is it voidspawn only? Other creatures are pretty ok. I guess the problem comes from me making ALL of their body materials quite resistant, which makes their fat to act like a really strong armor. Also their cluster numbers are a bit too high.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on June 01, 2013, 05:18:47 am
It looks like their weakness to moonsilver wasn't enough to matter- looking at the raws, they don't even have it, maybe they should. Or is it voidsteel? Also, am I the only one who thinks they still should be cleansed by fire? Lore-wise, it's supposed to be purifying after all... not that they being [FLIER] are likely to perish in a bushfire.

EDIT: Found it! In data/init/announcements.txt
[INTERACTION_ACTOR:A_D:UCR]
[INTERACTION_TARGET:A_D:UCR]
should be
[INTERACTION_ACTOR:A_D:UCR_A]
[INTERACTION_TARGET:A_D:UCR_A]
to avoid druid empower combat report spam, while still allowing us to see sneaky necros casting lifebreak, or storm dragons casting chain lightning.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Rainbows on June 01, 2013, 08:14:35 am
I didn't notice any of the other animals being too overpowered. Though I think I saw a Tar Hog band that was 8 Hogs strong. That would have been a rather terrifying experience had they ventured closer to the fort.


Also Jade Cannon fire will either glance away or bruise the skin, voidspawns don't seem to catch fire either.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on June 01, 2013, 12:45:02 pm
I didn't notice any of the other animals being too overpowered. Though I think I saw a Tar Hog band that was 8 Hogs strong. That would have been a rather terrifying experience had they ventured closer to the fort.


Also Jade Cannon fire will either glance away or bruise the skin, voidspawns don't seem to catch fire either.

Note how all their tissues have fixed temperature. Those bastards are fireproof.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on June 02, 2013, 02:00:44 pm
Suggestion: for Clockwork and remade healthcare, add these to [TISSUE:METAL] and [TISSUE:BRONZE] in creature_civ.txt
   [SETTABLE]
   [SPLINTABLE]
They get fractured quite easily, and take years to heal with only bandages and sutures. Plus, "fixing" metal limbs with (metal) splints sounds both logical and pretty cool to me.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on June 02, 2013, 04:08:49 pm
I already did for the next version.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: There Is No Vic on June 02, 2013, 09:38:55 pm
5.30 Manual indicates bronze centurions are made at a soul forge. No soul forge listed in the workshops build menu.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on June 03, 2013, 01:42:02 am
Yeah, I forgot to fix a few things in the manual. Thanks for the heads up, I was doing changes on my phone at work :D.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: There Is No Vic on June 03, 2013, 11:43:31 am
I'm getting the impression that centurions are no longer crafted in the fortress, that they have to be imported from merchants and have to be activated. Is this true?
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on June 04, 2013, 06:32:48 am
Minor request: more skills from library, please...diagnosis, dying, glazing, weaving, armor/shield user and actual weapon skills would be awesome, with diagnosis and glazing being the most important- they are hard, or in the latter case impossible, to learn.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: There Is No Vic on June 04, 2013, 09:05:02 pm
I've been using dfhack workflow for a while now, today I got this error when trying to automate coal:

Command line in dfhack window will workflow coal normally.

Maybe it's Genesis, maybe not. Thought I'd let you know

from stderr
Code: [Select]
Invoking: gui/workflow
UNKNOWN CLASS 'dfhack_lua_viewscreen@DFHack': vtable = 0x77a7da1c
Invoking: gui/workflow

from dfhack window
(http://i.imgur.com/CejqVNT.png")
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on June 05, 2013, 03:30:35 am
Sorry, I don't think it's mod related. Coke is hardcoded. Try asking in workflow thread perhaps?
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on June 05, 2013, 03:31:18 am
5.31
- new werecreature curse - werelizard. Smaller than werebeasts but can hide when running.
- fixed "nickel argentan" name (now argentan).
- argentan added to the list of undead/werecreature harming materials.
- husks and wights from curses and religious actions are now weak to silver, argentan and moonsilver.

- clockwork and remade metal tissues are splintable and settable.

- fire, inferno and web blocks/ammo are "wood" types (for stockpiling).
- living metal has to be made from void stalks instead of any type of wood.

- dragons drop dragonbone carcasses on death.
- dragonbone carcass can be transmuted in thaumaturgy guild.
- transmute a dragonbone carcass into 20 dragonbone and dragonscale bars (new metals for weapons and armor).
- fixed voidspawn crazy material resistances, reduced their frequency and cluster sizes.

- fixed wicker bed reaction.
- added diagnosing, animal training, smelting, weaving, dyeing, glazing, beekeeping, wax working skills to library.
- fixed previously missing crafting tablet for library, sorted library menu.
- reduced amount of items required to build thaumaturgy guild/library/chapterhouse.
- reduced amount of blocks required to build religious buildings; removed plants as a component of occult grove (to prevent building withering).
- improved odds of titanite smelting in deep furnace.
- added quartzite smelting in deep furnace (makes clear glass out of quartzite boulders).




Next version I will release a new alchemy/geomancy feature, then I will move onto Cavern 3 abyss.
I plan to start SVN to keep smaller changes easily accessible ASAP.
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Gentlefish on June 05, 2013, 03:54:56 am
Man, and I -just- downloaded the previous version. Ah well, it's a good time restart and use my knowledge of castes better I guess :P

I did find it odd, though - shortly after I started playing on a fort, I had two dead hellbats. Does this happen normally?
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on June 05, 2013, 04:02:46 am
Sweet. Minor question- are caps and other civilian headwear still [SHAPED] in this version?
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on June 05, 2013, 04:08:15 am
Yep, however I plan to fix it later, just forgot. Caps under helmets make a perfect sense.
Once I set up SVN is will be much easier to submit patches.
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on June 05, 2013, 05:40:38 am
Also, someone with a better knowledge of dfhack should check if caste and clockwork transformations eliminate the recently discovered bug where most fortress-born citizens remain child-sized pygmies.
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Rumrusher on June 05, 2013, 09:28:48 am
okay so here's what I know about building traps in adventure mode, you disarm it(?) by observing it, but if you get someone else to build, the trap stays armed. So having a separate script that runs fort mode commands to companions is key. though getting companions to build stuff causes their AI to flip out if you order them to build far from you.
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on June 05, 2013, 09:35:45 am
What does the Eldorado map do?
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on June 05, 2013, 10:12:17 am
It's a pretty good USA map.
I plan to add a lot of custom worldgens, I just need to find them and sort through them. If you have favourite maps, please suggest.
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: BlackFlyme on June 05, 2013, 02:48:55 pm
I did find it odd, though - shortly after I started playing on a fort, I had two dead hellbats. Does this happen normally?

I find that dead hellbats are a very common occurrence. The only explanation that I can come up with is that they have [BIOME:SUBTERRANEAN_LAVA] and [UNDERGROUND_DEPTH:3:4], but they do not have [NOBREATHE], causing any that spawn within the magma sea to drown almost instantly.

Within a year in one of my forts, I had over a dozen dead bats :P

Edit: [AMPHIBIOUS] may work too.
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on June 05, 2013, 03:08:17 pm
Thanks for the observation guys :). I just forgot that they may suffocate in lava.
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: There Is No Vic on June 06, 2013, 11:43:36 am
Centurions and utility spiders are only importable now?

Magma steam engine says it requires rock pipe section and chain. Metal works for pipe section and does recognize iron chain.
Which tile should the down stairs be on? I have down stairs to magma at upper left corner. Still says I need magma.


Jade cannons are awesome.

[Edit: steam engine, not sauna vent.]
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Black_Legion on June 06, 2013, 12:34:31 pm
Due to the recent bug found out here: Fort-born creatures stay around baby-size (http://www.bay12forums.com/smf/index.php?PHPSESSID=cf4113b6603cc659a10e6a69874a5983&topic=126558.msg4278098#msg4278098) you may want to go through your creatures and have everything born at their adult size just until this issue gets fixed by Toady or the DFHack team work up a binary work around.

In short each fort born dwarf will almost never get larger than a cat in size (essentially they're too small for the game to assign them butcherable brains, sweetbread, lungs, and guts) and this adversely affects their blunt damage output, ability to wield larger weapons, and general combat survivability. Fort-born animals are born pitifully small and give little, occasionally no resources when butchered. Migrants and other immigrating creatures do not suffer this issue in any.

Giving your forces slashing and piercing weapons balances out their size but if you've ever wondered why tamed animals tend to get slaughtered in mass or how longer run forts/succession games tend to have a harder time dealing with sieges, this appears to be why... besides the odd bought of bad luck.

This isn't a problem with the mod but since you have a pretty active release cycle, and the next DF release isn't for a while, you may want to look into this as this could affect balance one way or the other. Good work as always Deon!
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on June 06, 2013, 02:09:04 pm
Due to the recent bug found out here: Fort-born creatures stay around baby-size (http://www.bay12forums.com/smf/index.php?PHPSESSID=cf4113b6603cc659a10e6a69874a5983&topic=126558.msg4278098#msg4278098) you may want to go through your creatures and have everything born at their adult size just until this issue gets fixed by Toady or the DFHack team work up a binary work around.

In short each fort born dwarf will almost never get larger than a cat in size (essentially they're too small for the game to assign them butcherable brains, sweetbread, lungs, and guts) and this adversely affects their blunt damage output, ability to wield larger weapons, and general combat survivability. Fort-born animals are born pitifully small and give little, occasionally no resources when butchered. Migrants and other immigrating creatures do not suffer this issue in any.

Giving your forces slashing and piercing weapons balances out their size but if you've ever wondered why tamed animals tend to get slaughtered in mass or how longer run forts/succession games tend to have a harder time dealing with sieges, this appears to be why... besides the odd bought of bad luck.

This isn't a problem with the mod but since you have a pretty active release cycle, and the next DF release isn't for a while, you may want to look into this as this could affect balance one way or the other. Good work as always Deon!

A good question is, do Chapterhouse caste changing transformations eliminate this bug, or the dwarf stays small? Or a normal dwarf ends up being small?
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Black_Legion on June 06, 2013, 02:14:10 pm
If all transformation change such creatures into adult versions of the target creature than it should set them at that size, give or take whatever attribute tags exist. Honestly though I'm not sure I'd have to run the DF Max_Blood/ Size script to compare sizes to confirm. I do know one of the people in the thread used Masterwork and had the same issue. I don't know if it has chapterhouse-transformations like Genesis does.
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on June 06, 2013, 04:19:51 pm
Okay... dafuq is a maniac? Had a sudden outbreak of them, lost good dwarves.
And now it's a loyalty cascade, as non-maniacs get attacked by animals, and non-maniac dwarves I presume...
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on June 06, 2013, 11:12:48 pm
It means you have a demoniac... A demoniac, a possessed dwarf, can turn 1 dwarf per year into a maniac. I plan to make them optional, it's a vampire curse type along with lamia and others.
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on June 07, 2013, 12:13:25 am
It means you have a demoniac... A demoniac, a possessed dwarf, can turn 1 dwarf per year into a maniac. I plan to make them optional, it's a vampire curse type along with lamia and others.

Looks like either I managed to get a lot of them, or the cooldown on that skill is a lot shorter than one year.

EDIT: please tell me it doesn't affect Clockworks.
Also, remades are all 50% skill learn rate, without the badassery of clockworks?
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on June 07, 2013, 09:29:18 am
Yeah, remade are not that useful.

I don't think I made a check if the creature is clockwork after I added them to demoniac curse (I haven't worked on vampire types in a while, I plan to rework them soon).
I plan to release a new update soon, but I work tonight and I am leaving the city for the weekend, so I won't rush it out half-finished today.

Here's the new alchemy system, please leave feedback and suggestions while I am away so I could have a better system once I return :D.


Alchemy lab
• Creates potions from essences
• Water essence - endurance
• Fire essence - strength
• Air essence - agility
• Earth essence - toughness
• Aether essence - willpower

Essence extractor
• Grinds gems.
• Outputs gem powder and essences.
• Gem powder can be used in calcinator and for glazing.
• Gem color will define its primary essence, there's also a small chance to get other essences (water, fire, air, earth, ether).

Calcinator
• Transforms metals into each other using gem powder.

Prismatic Infuser
• Allows metal infusion with gem powder, giving stronger alloys.
• Combines essences into magical concoctions.


Concoctions
• Berserking - can get a boost to strength/agility/toughness.
• Blinding - can temporary cause blindness.
• Bloodbending - can induce pain and make eyes bleed.
• Breathtaking - can paralyze enemy in melee.
• Chameleon - can disappear when attacking or fleeing.
• Earthshaping - can throw a barrage of rocks.
• Hex - can tranform enemy into a critter temporary (does not work on megabeasts/semimegabeasts/too big enemies).
• Nature mastery - disable many animals at once.
• Phaseshifting - can get blinding speed when attacking/fleeing.
• Polymorph - can transform into powerful beast when fleeing.
• Pyromancy - can breathe fire and throw fireballs.
• Skill mastery - temporary get skill boost while attacking.
• Stasis - can slow multiple enemies.
• Stoneskin - material resistance.



Then I am going to remove the "chance to become druid" etc, and add "classes" which can be achieved by mixing concoctions and taking them.



• Assassin - breathtaking, chameleon, phaseshifting.
• Battle lord - berserking, skill mastery, stoneskin.
• Beastmaster - berserking, blood bending, nature mastery.
• Chronomaster - phaseshifting, skill mastery, stasis.
• Druid - hex, nature mastery, polymorph.
• Magmamancer - earthshaping, pyromancy, stoneskin.
• Shadowdancer - blinding, chameleon, skill mastery.
• Shifter - chameleon, nature mastery, polymorph.
• Warlock - blood bending, breathtaking, hex.



Here is where I accept suggestions for classes and concoctions.
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on June 07, 2013, 10:30:38 am
Suggestions:
-decide if they should be able to multiclass
-add some buffs, maybe dedicated buffer and healer classes
-Exorcist: some interaction that temporarily or permanently removes [OPPOSED_TO_LIFE] and [CRAZED] tokens. Possible other neat undead-debuffing goodness, like temporarily removing some of their tokens like NO_PAIN and then inflicting pain...
Otherwise, please make sure clockworks are a lot more resistant/immune to bad things that can happen to dwarves- a flesh and blood maniac is bad, even if he goes down without starting a loyalty cascade. A bronze maniac with wrist blades is a fortress-killer. And they should be emotionless to begin with.
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on June 07, 2013, 11:48:23 am
Yeah, they are emotionless, I will change vampires altogether though so it should not be an issue.

Good idea about exorcist. And I plan to keep classes exclusive. It will make it possible to add (*class*) after name to allow better control over it in fortress mode (Urist Dokon, male dwarf (warlock)).

Once I get subforum (Toady promised to do it when he has time) I will set up separate threads for stuff like necromancer types, vampire types etc, I think I will follow "fear the night" vampire themes.
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Tirion on June 07, 2013, 12:51:03 pm
Yeah, they are emotionless, I will change vampires altogether though so it should not be an issue.

Good idea about exorcist. And I plan to keep classes exclusive. It will make it possible to add (*class*) after name to allow better control over it in fortress mode (Urist Dokon, male dwarf (warlock)).

Once I get subforum (Toady promised to do it when he has time) I will set up separate threads for stuff like necromancer types, vampire types etc, I think I will follow "fear the night" vampire themes.

If they will be like Occult Grove druids are, their name, caste, profession and class will all be listed- Obok Dasmukol Dwarf of Steel Jeweler druid. And Dwarf Therapist won't see them  >:(
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Maklak on June 07, 2013, 03:55:13 pm
Here is a list of plants I made for you with my script (http://www.bay12forums.com/smf/index.php?topic=126953).



Read 178 plants.

Dfhack # getplants commands for easy designating tree cutting and plant gathering:

Aboveground bushes: (only edible, cookable or brewable)
# getplants agave bush amaranth grain barley beet blackberry blackcurrant bloated tuber blueshroom bolete mushroom buckwheat cabbage carrot celery corn cucumber dandelion dragonfruit fisher berry flax garlic ginger ginseng grapes hemp imperial mushroom kiwifruit leafy bulb leek lentil longland grass mandrake root mint moonberry muck root mustard plant nightshade olives onion oyster mushroom passion fruit peas peanut peppercorn pineapple potato prickle berry radish rat weed redcurrant rice rye saffron seaweed shiitake mushroom sliver barb soybean spinach strawberry sugarcane sunberry tomato tumbleweed turnip valley herb vanilla watercress watermelon wheat whip vine yam drear husk

Aboveground trees:
# getplants ACACIA ALDER ASH BIRCH CANDLENUT CEDAR CHESTNUT FEATHER FIR HIGHWOOD LARCH MAHOGANY MANGROVE MAPLE OAK PALM PINE RUBBER SAGUARO SILVER_FIR WILLOW VOID_STALK GRAY_CAIRN

Underground bushes: (only edible, cookable or brewable)
# getplants hops truffle bitterroot cave wheat dimple cup gnome moss plump helmet shadowleaf silkweed sweet pod blood boil glowberry mossberry purple stalk crystal cane quarry bush rock melon shard thorn starapple stone root

Underground trees:
# getplants TOWER_CAP BLACK_CAP NETHER_CAP GOBLIN_CAP FUNGIWOOD TUNNEL_TUBE SPORE_TREE BLOOD_THORN



Medians: Yield=5.04 (best=13.44)  Value=2  Drink=3  Dye=15  Flour=8  Leaves=5  Thread=3

Aboveground crop table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
agave bush
 agave bush
3041All yearYesYestequila (4) (Y)LEAF: living tree leaves (1)
 
--
amaranth grain
 amaranth grain
333Summer Autumn NoYesN/AFLOUR: amaranth flour (5)
 OIL: amaranth oil (5)
 SOAP: amaranth soap (5)
 PRESSED: amaranth press cake (1)
 
--
barley
 barley
225Spring Summer Autumn NoYesbarley beer (2) (Y)FLOUR: barley flour (10)
 
--
beet
 beet
250Summer Autumn YesYesN/AEXTRACT(Barrel): beet juice (3)
 
Cook
blackberry
 blackberry
233Summer Autumn YesYesblackberry wine (3) (Y)EXTRACT(Barrel): blackberry jam (10)
 
Brew
blackcurrant
 blackcurrant
233Summer Autumn YesYesblackcurrant cordial (3) (Y)EXTRACT(Barrel): blackcurrant jam (10)
 
Brew
blade weed
 blade weed
225Spring Summer Autumn NoNoN/ADYE: grass dye (20)
 
Useless Dye
bloated tuber
 bloated tuber
225Spring Summer Autumn YesYestuber beer (3) (Y)N/ABrew
blueshroom
 blueshroom
225N/A? Spring Summer Autumn NoYesN/ADYE: sky blue dye (15)
 
Cook
bolete mushroom
 bolete mushroom
325N/A? Spring Summer Autumn NoYesN/ADYE: orange dye (20)
 
Cook
buckwheat
 buckwheat
225Spring Summer Autumn NoYesbuckwheat beer (2) (Y)FLOUR: buckwheat flour (5)
 
--
cabbage
 cabbage
250Spring Autumn YesYesN/ALEAF: cabbage leaves (5)
 
Leaves
carrot
 carrot
141Spring Summer YesYesN/AEXTRACT(Barrel): carrot juice (2)
 
Cook
celery
 celery
233Spring YesYesN/ALEAF: celery leaves (5)
 
Leaves
coneflower
 coneflower
233Summer Autumn NoNoN/ADYE: white dye (20)
 
Useless Dye
corn
 corn
333Spring Summer YesYesbourbon (5) (Y)FLOUR: corn flour (15)
 OIL: corn oil (5)
 SOAP: corn soap (5)
 PRESSED: corn press cake (2)
 
Brew Mill
cotton
 cotton
350Spring Summer Autumn NoNoN/ATHREAD: cotton thread (3)
 OIL: cottonseed oil (5)
 SOAP: cottonseed soap (5)
 PRESSED: cottonseed press cake (1)
 
Thread
cucumber
 cucumber
233Summer Autumn YesYespickle juice (1) (Y)N/ACook
dandelion
 dandelion
325Spring Summer NoYesdandelion wine (3) (Y)DYE: yellow dye (15)
 
Brew
dragonfruit
 dragonfruit
441Spring Summer Autumn YesNodragonwine (6) (Y)N/ABrew
fisher berry
 fisher berry
225Spring Summer Autumn YesYesfisher berry wine (3) (Y)EXTRACT(Barrel): fisher berry jam (10)
 
Brew
flax
 flax
341Spring Summer Autumn NoPr.N/ATHREAD: flax thread (3)
 FLOUR: flax seed meal (5)
 OIL: flax oil (5)
 SOAP: flax soap (5)
 PRESSED: flax seed press cake (1)
 
Thread
garlic
 garlic
525Spring Summer Autumn NoYesN/AFLOUR: garlic spice (12)
 EXTRACT(Flask): vampire ward (100)
 
Mill
ginger
 ginger
341Summer Autumn NoYesginger beer (3) (Y)FLOUR: ginger spice (12)
 
Mill
ginseng
 ginseng
225Spring Summer Autumn YesYesN/AEXTRACT(Barrel): ginseng extract (20)
 
Cook
grapes
 grapes
233Spring Summer Autumn YesYesred wine (3) (Y)EXTRACT(Barrel): grape jam (10)
 
Brew
hemp
 hemp
333Summer Autumn NoPr.ganja beer (3) (Y)THREAD: hemp thread (2)
 SUGAR: cannabis flour (20)
 OIL: hemp oil (5)
 SOAP: hemp soap (5)
 PRESSED: hemp seed press cake (1)
 
Thread
hide root
 hide root
125Spring Summer Autumn NoNoN/ADYE: brown dye (10)
 
Useless Dye
imperial mushroom
 imperial mushroom
525N/A? Spring Autumn NoYesN/ADYE: pink dye (30)
 
Cook
kiwifruit
 kiwifruit
358Spring Summer Autumn YesNoN/AEXTRACT(Barrel): kiwi jam (15)
 
--
leafy bulb
 leafy bulb
125Spring Summer Autumn NoNoprospector's brew (2) (Y)N/A--
leek
 leek
333Autumn NoYesN/AFLOUR: leek spice (12)
 
Mill
lentil
 lentil
233Summer Autumn NoYesN/AFLOUR: lentil flour (8)
 OIL: lentil oil (5)
 SOAP: lentil soap (5)
 PRESSED: lentil press cake (1)
 
--
longland grass
 longland grass
225Spring Summer Autumn NoPr.longland beer (2) (Y)FLOUR: longland flour (15)
 
Mill
mandrake root
 mandrake root
425Spring Summer Autumn YesYesN/AEXTRACT(Barrel): mandrake elixir (20)
 
Cook
mint
 mint
333Summer Autumn Winter NoYesN/AFLOUR: ground mint (5)
 
--
moonberry
 moonberry
425Spring Summer Autumn YesYesmoonshine (6) (Y)EXTRACT(Barrel): moon berry jam (15)
 
Brew
muck root
 muck root
225Spring Summer Autumn YesYesswamp whiskey (4) (Y)N/ABrew
mustard plant
 mustard plant
233Autumn Winter NoYesN/AFLOUR: mustard (8)
 OIL: mustard oil (5)
 SOAP: mustard soap (5)
 PRESSED: mustard seed press cake (1)
 
--
nightshade
 nightshade
225Spring Summer Autumn NoNonightshade liquor (4) (Y)N/ABrew
olives
 olives
333Spring Summer Autumn NoYesN/AOIL: olive oil (8)
 SOAP: olive soap (8)
 PRESSED: olive seed press cake (2)
 
Cook
onion
 onion
333Autumn Spring NoYesN/AFLOUR: onion spice (12)
 
Mill
oyster mushroom
 oyster mushroom
325N/A? Summer Autumn YesYesN/AN/ACook
passion fruit
 passion fruit
441Summer Autumn YesNoN/AEXTRACT(Flask): love potion (50)
 
--
pea
 peas
233Spring Summer YesYesN/AFLOUR: pea flour (5)
 
--
peanut
 peanut
341Summer Autumn NoYesN/AFLOUR: peanut powder (5)
 EXTRACT(Barrel): peanut butter (10)
 OIL: peanut oil (7)
 SOAP: peanut soap (8)
 PRESSED: peanut press cake (1)
 
--
peppercorn
 peppercorn
450Spring Summer NoYesN/AFLOUR: black pepper (16)
 
Mill
pineapple
 pineapple
350Summer Autumn YesYespineapple wine (4) (Y)EXTRACT(Barrel): pineapple jam (15)
 
Brew
potato
 potato
241Spring Summer NoYespotato vodka (5) (Y)FLOUR: potato starch (8)
 
Brew
prickle berry
 prickle berry
225Spring Summer Autumn YesYesprickleberry wine (2) (Y)EXTRACT(Barrel): prickle berry jam (10)
 
--
radish
 radish
225Spring Summer YesYesN/AN/ACook
rat weed
 rat weed
125Spring Summer Autumn NoYessewer brew (1) (Y)N/A--
redcurrant
 redcurrant
233Summer Autumn YesYesredcurrant cordial (3) (Y)EXTRACT(Barrel): redcurrant jam (10)
 
Brew
rice
 rice
233Summer Autumn NoYesrice sake (4) (Y)FLOUR: rice flour (5)
 
Brew
rye
 rye
250Summer Autumn NoYesrye vodka (5) (Y)FLOUR: rye flour (10)
 
Brew
saffron
 saffron
641Summer Autumn NoYesN/ADYE: saffron dye (25)
 
Cook
seaweed
 seaweed
225N/A? Spring Summer Autumn YesYesN/ALEAF: seaweed leaves (5)
 
Leaves
shiitake mushroom
 shiitake mushroom
425N/A? Summer Autumn YesYesN/AEXTRACT(Flask): shiitake medicine (100)
 
Cook
sliver barb
 sliver barb
125Spring Summer Autumn NoNogutter cruor (1) (Y)DYE: black dye (15)
 
--
soy plant
 soybean
233Summer Autumn NoYessoy vodka (3) (Y)OIL: soybean oil (5)
 SOAP: soybean soap (5)
 PRESSED: soybean press cake (1)
 
Brew
spinach
 spinach
241Summer Autumn NoYesN/ALEAF: spinach leaves (5)
 
Leaves
strawberry
 strawberry
225Spring Summer Autumn YesYesstrawberry wine (3) (Y)EXTRACT(Barrel): strawberry jam (15)
 
Brew
sugarcane
 sugarcane
350Spring Summer NoPr.rum (4) (Y)SUGAR: brown sugar (15)
 CANDY: sugarcane candy (20)
 EXTRACT(Barrel): molasses (15)
 
Brew
sunberry
 sunberry
425Spring Summer Autumn YesYessunshine (7) (Y)EXTRACT(Barrel): sun berry jam (20)
 
Brew
sunflower
 sunflower
341Summer Autumn NoNoN/AEXTRACT(Barrel): margarine (15)
 OIL: sunflower oil (6)
 SOAP: sunflower soap (5)
 PRESSED: sunflower seed press cake (1)
 
--
tomato
 tomato
333Summer Autumn YesYesN/AEXTRACT(Barrel): tomato sauce (9)
 
Cook
tumbleweed
 tumbleweed
133Summer Autumn Winter NoNobadlands gin (1) (Y)N/A--
turnip
 turnip
241Summer Autumn YesYesN/AN/ACook
valley herb
 valley herb
525Spring NoYesN/AEXTRACT(Flask): golden salve (100)
 
Cook
vanilla
 vanilla
350Spring Summer Autumn NoYesN/AFLOUR: vanilla powder (15)
 EXTRACT(Barrel): vanilla extract (15)
 
Mill
watercress
 watercress
241Summer Autumn YesYesN/ALEAF: watercress leaves (5)
 
Leaves
watermelon
 watermelon
333Summer Autumn YesNowatermelon brandy (4) (Y)N/ABrew
wheat
 wheat
325Spring Summer Autumn NoYeswheat beer (2) (Y)FLOUR: wheat flour (10)
 
--
whip vine
 whip vine
225Spring Summer Autumn NoPr.whip wine (3) (Y)FLOUR: whip vine flour (10)
 
--
yam
 yam
258Autumn NoYesyam vodka (5) (Y)FLOUR: yam starch (8)
 
Brew
drear husk
 drear husk
125Spring Summer Autumn NoNowidow tears (2) (Y)N/A--


Subterranean crop table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
hops
 hops
333Summer Autumn NoYesjulmust (5) (Y)N/ABrew
truffle
 truffle
1025Spring Summer Autumn YesYesN/AN/ACook
bitterroot
 bitterroot
233All yearNoYesN/ADYE: brown dye (10)
 EXTRACT(Barrel): bitterroot poison (5)
 
Cook
cave wheat
 cave wheat
241All yearNoPr.cave beer (2) (Y)FLOUR: cave wheat flour (15)
 
Mill
dimple cup
 dimple cup
241All yearYesYesN/ADYE: midnight blue dye (10)
 
Cook
fly-agaric
 fly-agaric
241All yearNoNoN/ADYE: red dye (10)
 EXTRACT(Barrel): fly-agaric poison (5)
 
--
gnome moss
 gnome moss
133All yearNoNognomebrew (2) (Y)DYE: green dye (10)
 
--
plump helmet
 plump helmet
225All yearYesYesplump helmet wine (2) (Y)DYE: purple dye (10)
 
--
shadowleaf
 shadowleaf
241All yearYesYesN/ALEAF: shadowleaf leaves (2)
 DYE: black dye (10)
 EXTRACT(Barrel): shadowleaf poison (5)
 OIL: shadowleaf oil (7)
 SOAP: shadowleaf soap (7)
 PRESSED: shadowleaf spore press cake (1)
 
--
silkweed
 silkweed
225All yearNoNomountain ale (2) (Y)THREAD: silkweed thread (2)
 DYE: white dye (10)
 
Thread
sweet pod
 sweet pod
241All yearYesYeswarden rum (4) (Y)SUGAR: sparkling sugar (15)
 CANDY: sweet pod candy (20)
 EXTRACT(Barrel): sweet pod syrup (15)
 
Brew
blood boil
 blood boil
233All yearNoYesblood wine (3) (Y)EXTRACT(Barrel): bloodboil poison (5)
 
Brew
glowberry
 glowberry
441All yearYesYesglowberry wine (6)DYE: golden dye (20)
 
Brew
glowstring
 glowstring
325All yearNoNoN/ATHREAD: glowstring thread (3)
 DYE: aqua dye (20)
 
Thread Embark
mossberry
 mossberry
225All yearYesYesmossberry wine (2) (Y)DYE: emerald dye (20)
 
--
purple stalk
 purple stalk
425All yearNoYesnoble liquor (8) (Y)DYE: royal dye (30)
 
Brew Embark
crystal cane
 crystal cane
325Autumn Winter NoPr.crystal spirits (5)FLOUR: crystal sugar (15)
 CANDY: crystal candy (20)
 
Brew Mill
quarry bush
 quarry bush
241All yearYesYesN/ALEAF: quarry bush leaves (2)
 OIL: quarry oil (7)
 SOAP: quarry soap (7)
 PRESSED: quarry seed press cake (1)
 
--
rock melon
 rock melon
333All yearYesNodeep cordial (4) (Y)N/ABrew
shard thorn
 shard thorn
225All yearNoNorockshard swill (1) (Y)DYE: rust dye (20)
 
--
starapple
 starapple
350All yearYesYesstarapple wine (4) (Y)N/ABrew
stone root
 stone root
233Autumn Winter Spring NoPr.stonebrew (4) (Y)FLOUR: stone root flour (8)
 
Brew

Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Maklak on June 07, 2013, 03:56:10 pm
Fake plant table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
non-existant plant
 MENU_ITEM
00N/A? NoneNoNoN/AN/A--
agony venom gland
 VENOM_GLAND_AGONY
20N/A? NoneNoNoN/AEXTRACT(Barrel): agony venom (5)
 
--
fever venom gland
 VENOM_GLAND_FEVER
20N/A? NoneNoNoN/AEXTRACT(Barrel): fever venom (5)
 
--
hex venom gland
 VENOM_GLAND_HEX
20N/A? NoneNoNoN/AEXTRACT(Barrel): hex venom (5)
 
--
madness venom gland
 VENOM_GLAND_MADNESS
20N/A? NoneNoNoN/AEXTRACT(Barrel): madness venom (5)
 
--
paralysis venom gland
 VENOM_GLAND_PARALYSIS
20N/A? NoneNoNoN/AEXTRACT(Barrel): paralysis venom (5)
 
--
sepsis venom gland
 VENOM_GLAND_SEPSIS
20N/A? NoneNoNoN/AEXTRACT(Barrel): sepsis venom (5)
 
--
sleeping venom gland
 VENOM_GLAND_SLEEPING
20N/A? NoneNoNoN/AEXTRACT(Barrel): sleeping venom (5)
 
--
weakening venom gland
 VENOM_GLAND_WEAKENING
20N/A? NoneNoNoN/AEXTRACT(Barrel): weakening venom (5)
 
--
feline grace mix
 FELINE_GRACE_MIX
100N/A? NoneYesNoN/AN/A--
focusing concoction
 FOCUSING_CONCOCTION
100N/A? NoneYesNoN/AN/A--
ox strength compound
 OX_STRENGTH_COMPOUND
100N/A? NoneYesNoN/AN/A--
speed fudge
 SPEED_FUDGE
100N/A? NoneYesNoN/AN/A--
wondrous medicine
 WONDROUS_MEDICINE
100N/A? NoneYesNoN/AN/A--
arrowwood
 ROCKTIP
20N/A? NoneNoNoN/AN/A--
sweet cake
 cake plant
425N/A? NoneYesNoN/AN/A--
mead
 mead plant
30N/A? NoneNoPr.N/ASUGAR: mead sugar (15)
 CANDY: mead candy (20)
 
--

Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: Deon on June 07, 2013, 04:14:40 pm
Thanks for the observation, and yeah, underground plants have UNDERGROUND_DEPTH token.

By the way, the plants are already in the manual, in tables.

By the way, according to your list some of venom glands do not have extract (but they do in raws).
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: Deon on June 08, 2013, 02:34:33 am
One release before I leave for the weekend:

5.32
- fixed all body sizes to be static; fortress born creatures will be of proper size now.
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: dimosa on June 08, 2013, 11:13:35 am
Great work as always
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: Rumrusher on June 08, 2013, 11:15:27 am
So you changed the wait a step from "." to "N" ?
Any reason why make people hold 2 buttons to wait a step than one? okay just got a way to give commands to companions...

okay so how do you make a soulgem?
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: crazz2323 on June 09, 2013, 10:23:01 am
Ok, I got attacked by a Titan and he went into my fort entrance only to get stuck there and pace back and forth. Does this happen a a lot? Not strong enough to kill him and I guess I'm screwed now. I wish he would at least come in and finish the job :)

(http://img834.imageshack.us/img834/6281/titanvh.png) (http://imageshack.us/photo/my-images/834/titanvh.png/)

Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: There Is No Vic on June 09, 2013, 11:02:24 am
Occult Grove spontaneously deconstructing.

Genesis 5.30

1st Moonstone: Happy occult grove!

3rd Moonstone: Occult grove deconstructs with no creatures nearby.

http://dffd.wimbli.com/file.php?id=7738
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: Tirion on June 09, 2013, 03:25:27 pm
Occult Grove spontaneously deconstructing.

Genesis 5.30

1st Moonstone: Happy occult grove!

3rd Moonstone: Occult grove deconstructs with no creatures nearby.

http://dffd.wimbli.com/file.php?id=7738

5.30? Plants used in construction wither away. Though usually not that fast.
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: Deon on June 09, 2013, 11:15:37 pm
Occult Grove spontaneously deconstructing.

Genesis 5.30

1st Moonstone: Happy occult grove!

3rd Moonstone: Occult grove deconstructs with no creatures nearby.

http://dffd.wimbli.com/file.php?id=7738
From the changelog:
Genesis Reborn 5.31
- reduced amount of blocks required to build religious buildings; removed plants as a component of occult grove (to prevent building withering).

So yeah, thanks for the bug report, but it's already fixed :D.

P.S. To fix it for your running fortress, just replace building_g_religion.txt in your save with the latest one.
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: mattychan on June 11, 2013, 11:51:18 am
hello I started play dwarf fortress about two years ago but I only started using mods here recently. When I read that i could build a fort ind adv mode I almost died and had to try it sadly i have been having trouble my furniture keeps breaking down after I sleep the workshops, walls and floors stay but doors,beds and tables don't.

-this is my first post hope I didn't do anything wrong  :-\
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: Deon on June 11, 2013, 01:23:09 pm
Oh, it's in the manual, or at least should be there! The adventure map does not actually say your buildings unless it's a special site.

Just go to any creature lair (bandit camps should work too, but lairs is where the landscape and furniture are saved 100%) or named cave and build your base there.
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: mattychan on June 11, 2013, 01:31:57 pm
Oh, it's in the manual, or at least should be there! The adventure map does not actually say your buildings unless it's a special site.

Just go to any creature lair (bandit camps should work too, but lairs is where the landscape and furniture are saved 100%) or named cave and build your base there.

I'm Sorry I should have been more specific, I found a lair that was empty it even had a wood hatch built over the hole i guess the monster was killed in legend or something along those lines, but when I go to build something it shows up in the top left hand corner that it is a site, could my problem be because the site was empty?

THIS IS IMPORTANT! Build your base in, around and under conquered lairs. Lairs store all information about objects and items inside. Other locations will break and scatter your possessions. Build in lairs!

must not be a valid lair sorry to bother you
-edit I started a new world and this time i killed the inhabitants of a lair every things seems to be working fine sorry to bother you
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: Spleenling on June 11, 2013, 05:24:07 pm
I'm using this mod to try and teach myself how to edit raws
I have managed to make clockwork dwarfs require no food nor sleep nor drink.
Now I want to give them Bone Spear and rename it to fit.
Can't find the coding for it.
And im not sure how to rename it.
Can anyone help?
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: Putnam on June 11, 2013, 07:11:29 pm
Is bone spear a projectile or a body part attack?

If it's a projectile, it would be a MATERIAL_EMISSION, much like magma crabs. If it's a body part attack... good luck.
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: Spleenling on June 11, 2013, 09:59:08 pm
Ok I found Bone Spear:

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:NECROMANCER - Bone spear]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:GRASP]
      [CDI:MATERIAL:LOCAL_CREATURE_MAT:BONE:SOLID_GLOB]
      [CDI:VERB:hurl a bone spear:hurls a bone spear:NA]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:150]

Can someone help rename and it give it to Clockwork Dorfs?
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: Putnam on June 11, 2013, 10:02:14 pm
CDI:ADV_NAME and CDI:VERB are what you want to change. Centurions may not have BONE, so replace that with their main tissue.
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: Tirion on June 12, 2013, 01:44:31 am
It didn't work for necromancers, last time I checked.
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: Spleenling on June 12, 2013, 02:49:20 am
It didn't work for necromancers, last time I checked.
Last time I ran a Necromancer I could use bone spear
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: Spleenling on June 12, 2013, 07:09:34 pm
I got bone spear working for clock works but when i use it its says. "You breath a glob of Dwarf bone"
Here's the code i entered:


         [SELECT_CASTE:CLOCKWORK]
         [CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:CLOCKWORK - JAVELIN]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:GRASP]
      [CDI:MATERIAL:LOCAL_CREATURE_MAT:BONE:SOLID_GLOB]
      [CDI:VERB:hurl a JAVELIN:hurls a JAVELIN]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:150]

Can someone help me fix the VERB Im not sure what i did wrong
Title: Re: [ GENESIS Reborn ] - download and info (v. 5.32) || Dark Fantasy + Steampunk ||
Post by: Putnam on June 12, 2013, 07:36:36 pm
You forgot the third part.

  [CDI:VERB:hurl a JAVELIN:hurls a JAVELIN:hurl JAVELINS at each other]
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Ion_fate on June 15, 2013, 02:13:45 pm
umm sorry ta bother yall but the manual says to "wait a turn" press numpad0... nulock is on but its not doing anything dont know if this is the right place to ask either.... sorry :x
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on June 15, 2013, 02:58:52 pm
umm sorry ta bother yall but the manual says to "wait a turn" press numpad0... nulock is on but its not doing anything dont know if this is the right place to ask either.... sorry :x

Check key bindings.

EDIT: suggestions about machines
-We have the Skyrim/Morrowind inspired small cleaning-verminating Utility Spiders and large Bronze Centurions, why not the Dwarven Sphere (renamed Bronze Guardian, maybe)? I mean these guys: (http://images2.wikia.nocookie.net/__cb20111123181339/elderscrolls/images/thumb/3/33/Sphere.jpg/256px-Sphere.jpg)
-In The Elder Scrolls lore, these machines were powered by white soulgems, so making them from animals would be reasonable, but the cost should be balanced, my idea for that:
-Let's take clockwork making for reference. Clockworks are dwarf-sized (Size 70), Utility Spiders are slightly smaller at (Size 60), Bronze Centurions are huge at (Size 350). Bronze Guardians should be about (Size 70) too, with a body exactly the same as clockworks (hiding in a shell could be done, moving that way probably not), just being a pet with [TRAINABLE_WAR] instead of being a useful member of society  ;)
-Now, if there are 4 creatures with 3 different sizes, the currently used centurion frame should be 3 different size versions: Small Automaton Frame, made from 8 bronze bars, Automaton Frame, made from 10 bronze bars (identical to currently used), and Large Automaton Frame, made from 50 bronze bars.  :o Okay, that sounds a bit too much, but can be worth it if the creature can be upgraded as it can be now, with power core and flamethrower. Maybe there should be other ingredients with more vague material limits, such as metal mechanisms/weapons/shields.
-Clockworks are made of dwarves, automaton frames and soulgems, inactive utility spiders, bronze guardians and bronze centurions are made only from animals, plus automaton frames of corresponding size, then activated with a soulgem, and possibly a flamethrower and other neat interactions.
-Current flamethrower probably should be removed from utility spider, leave it to the warrior forms to use that.
-Lightning interaction could be added, but nerfed- no automatic KO, only pain with a chance of giving in to it.
-As machines, they should be immune to most curses and diseases by default, huskifying and madness-causing ones included. On the other hand, there are things that should affect machines more than living things- rust, lightning, maybe even hacking (adds CRAZED to them)... those probably should also effect other mechanical creatures, such as the Iron Titan.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Jikor on June 15, 2013, 05:47:49 pm
Hello,

Sorry I couldn't find this elsewhere buy you said a copy of dwarf therapist is included with the download however I seem to be having trouble finding it.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 16, 2013, 02:16:16 am
Err, sorry, it used to, but I do not bundle it with the latest releases to save the size a bit. So you will have to download Therapist from its thread. Sorry for confusion, I guess I just forgot to change the text :).
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Kiberkiller on June 17, 2013, 07:07:20 am
I have a question.
If I want to remove a race from the game, is it enough to remove the respective entity_X.txt fire? Will it cause any issues?
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Godlysockpuppet on June 17, 2013, 09:09:49 am
I have a question.
If I want to remove a race from the game, is it enough to remove the respective entity_X.txt fire? Will it cause any issues?
Nope. Entity files are easily deleted with causing an errors (unless its the entity file of the race you wish to play as)
Title: Re: [MOD] GENESIS Reborn [5.31] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: There Is No Vic on June 18, 2013, 07:38:00 am
5.31

- fire, inferno and web blocks/ammo are "wood" types (for stockpiling).


I've got a thaumaturgy guild with some fire and inferno blocks. Here are the stockpiles that dwarves will not put these blocks into:

    - Bars/Blocks, All Materials, Blocks only, Take from Thaumaturgy guild
    - Bars/Blocks, wood, Blocks only,Take from Thaumaturgy guild
    - Bars/Blocks, All, Blocks only,Take from anywhere
    - Bars/Blocks, Wood, Blocks only,Take from anywhere
    - Everything, Take from Thaumaturgy guild
    - Furniture/Siege Ammo, All, Take from Thaumaturgy guild
    - Furniture/Siege Ammo, Wood, Take from Thaumaturgy guild

What am I missing?

Edit: Not a burrow problem. Operators will load blocks from the guild. Using 5.32
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: There Is No Vic on June 18, 2013, 10:14:00 pm
Are Merfolk and scarabs supposed to be immune to fire? Specifically, jade cannons? Sure, they block the spinning fire sometimes, but half a season of bombardment from 4 jade cannons, I would have expected one of them to catch fire.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Borindak on June 18, 2013, 11:29:08 pm
I was looking to get back into dwarf fortress again, and to play some adventure mode when I saw your mod pack.  It looked awesome, so I downloaded it and started playing a dalesmen adventurer (male, comes into play later).  Still very early on and figuring things out again, but from playing so far a couple of comments:

1) First and foremost, it is even more amazing than it looked at first glance.  Very impressive mod indeed, thanks a ton for making such a gem!  You rock!

2) A small thing I may be able to give back:

When out adventuring, I noticed that I started drowning and was floundering around when trying to swim across a river, even though I was a Novice swimmer.  After looking at the creature files, I think I found what was causing the issue (and may cause an issue for male swimmers of several other races):

Male Swimmer Issue
Spoiler (click to show/hide)

At any event, thanks again!

P.S. I don't post on forums often, so I apologize if I mucked up formatting and such.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 19, 2013, 02:36:15 am
Ther Is No Vic: I thought it should go fine in wooden bar stockpile. I will make sure it works properly for the next version, thank you for pointing it out!
Merfolk and scarabs should not be fire immune; maybe they are just lucky.

Borindak: oh, I never noticed that problem with swimming. I will check all creature files and make sure this error does not appear.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on June 19, 2013, 08:08:19 am
Just a Stray thought (Tame): clockworks have [EXTRAVISION], but for some reason show up as Vision Lost in the Health screen. Does this show in the quality of items made by them? Blind dwarves, even if legendary, make crappy quality items...
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: RickRollYou2 on June 20, 2013, 01:47:07 am
[EXTRAVISION] means they can see with or without eyes, so Vision Lost is probably because they don't have eyes.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Godlysockpuppet on June 20, 2013, 02:27:19 am
Just a Stray thought (Tame): clockworks have [EXTRAVISION], but for some reason show up as Vision Lost in the Health screen. Does this show in the quality of items made by them? Blind dwarves, even if legendary, make crappy quality items...
Maybe they have eyes without eye tissues? :P Is there an errorlog?
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 20, 2013, 03:13:48 am
No, what Tirion meant is while they can see normally, the game may force them to make bad items because they have "vision lost" flag. I will make sure it's not an issue by adding a few gem eye-things.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on June 20, 2013, 10:53:23 am
Good, gem eyes sound cool :D Also, do you plan to deal with the Demoniac maniac (they use it way more frequently than once a year, and on multiple targets) problem?
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Kiberkiller on June 20, 2013, 01:54:10 pm
No, what Tirion meant is while they can see normally, the game may force them to make bad items because they have "vision lost" flag. I will make sure it's not an issue by adding a few gem eye-things.

Can you make it so you can recover those gems when you butcher then?If it's even possible to meet them in adventure mode.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on June 20, 2013, 03:44:37 pm
No, what Tirion meant is while they can see normally, the game may force them to make bad items because they have "vision lost" flag. I will make sure it's not an issue by adding a few gem eye-things.

Can you make it so you can recover those gems when you butcher then?If it's even possible to meet them in adventure mode.

They are made of bronze and are sentient, you don't butcher them.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Ragnarock on June 21, 2013, 08:15:50 am
Clockwork and Remade dorfs are currently unplayable, they lose their proesthetics/clockwork limbs easily... Dherim farmer punches me in the mechanical claw, the severed part sails across arc

And that's a shame, because the mechanical claw is AWESOME. Never getting a shield again.

I had a major break from DF, so I didn't manage to read the whole thread since the last 1000 updates, my complaints/advice:

Clockworks shouldn't be dependant on food nor water.
Clockworks can't talk to any civs (?) that's understandable, but it would be great if at least bandits tolerated them (if they do, sorry for having no point, didn't encounter any camps since I reinstalled the game yesterday)
In some generated worlds, there seems to be an overload of vampires getting 900+ kills on year 125, I think it's connected to that desecrate-curse mechanism you put in the game, I read it up in the Legends section (it's good actually)


I also dig the launcher, I see you listened to my feedback :)
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on June 21, 2013, 02:51:49 pm
Wait, since when can't clockworks talk to people? Testing it now... they can talk to people just fine. On the other hand, a cobalt spear stab fractured my bronze arm... that's strange, though it appears to have been a lucky strike, and copper weapons consistently glance away. A lucky bash from a bandit's black bronze flail, on the other hand, took my clockwork's right hand clean off- though it had nothing more than a silkweed glove protecting it. Maybe their frequent dismemberments are because they are rigid- their bronze is harder than bone, but where bone would break and be splinted, their bronze breaking means limb loss. Fracturing is only function loss, luckily.
Speaking of clockwork fine tuning, maybe they should "live" longer than puny meatbags. I'd be really annoyed if one of them ever died of old age.

EDIT: I have yet to compare thickness values with bone, but clockworks seem balanced to me. Less likely to be injured than a dwarf, but if it happens, it's drastic. I also noticed how ridiculously underpowered their wrist blades are- I think they should at least be able to cut an unconscious human's throat through clothing, instead of bruising it.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Matthmatt1213 on June 22, 2013, 02:17:40 pm
I seem to be encountering a strange bug with the Dark Shrine. For some reason, listening to whispers is consistently turning all dwarves on the Shrine into Hell Hounds. The first time it happened, I thought I was just unlucky, but after several more tries, including one where a child happened to be on the shrine at the time, becoming a Hell Puppy, I have become convinced that it's a bug, as this makes dark crystals very difficult to come by without creating a large amount of husks, and it also makes summoning  a Hell Hound at the summoning circle for 5 crystals rather useless when you can get them for free. Is there some way to fix this? Also, what does making a dwarf a cultist do? There was no change in the dwarf's description when I tried it.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Blackdot on June 22, 2013, 05:21:39 pm
I seem to be encountering a strange bug with the Dark Shrine. For some reason, listening to whispers is consistently turning all dwarves on the Shrine into Hell Hounds. The first time it happened, I thought I was just unlucky, but after several more tries, including one where a child happened to be on the shrine at the time, becoming a Hell Puppy, I have become convinced that it's a bug, as this makes dark crystals very difficult to come by without creating a large amount of husks, and it also makes summoning  a Hell Hound at the summoning circle for 5 crystals rather useless when you can get them for free. Is there some way to fix this? Also, what does making a dwarf a cultist do? There was no change in the dwarf's description when I tried it.

This happening to me too. Only Hell Hounds. I deleted reaction for MORPHSTONE_DEMON_1, 2 and 3 in raws from Dark Shrine, then every dwarf becomes hollow.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 23, 2013, 02:36:42 am
Okay, I found an easy fix to clockwork severing. I split their "metal" tissue into "frame" and "case" tissues (both of them have CONNECTS), so now strong punches and hits fracture the case instead of removing bodyparts altogether.

I must check the dark altar, there's a 1% chance for a dwarf to turn into a demon or something, I surely hope it's not 100% due to autosyndrome plugin or something like that.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Ragnarock on June 23, 2013, 03:02:23 am
Wait, since when can't clockworks talk to people? Testing it now... they can talk to people just fine. On the other hand, a cobalt spear stab fractured my bronze arm... that's strange, though it appears to have been a lucky strike, and copper weapons consistently glance away. A lucky bash from a bandit's black bronze flail, on the other hand, took my clockwork's right hand clean off- though it had nothing more than a silkweed glove protecting it. Maybe their frequent dismemberments are because they are rigid- their bronze is harder than bone, but where bone would break and be splinted, their bronze breaking means limb loss. Fracturing is only function loss, luckily.
Speaking of clockwork fine tuning, maybe they should "live" longer than puny meatbags. I'd be really annoyed if one of them ever died of old age.

EDIT: I have yet to compare thickness values with bone, but clockworks seem balanced to me. Less likely to be injured than a dwarf, but if it happens, it's drastic. I also noticed how ridiculously underpowered their wrist blades are- I think they should at least be able to cut an unconscious human's throat through clothing, instead of bruising it.


Maybe I was just unlucky but when I tried to talk to a dalesman farmer I just received "Don't talk to me." response, which I never got playing a normal dorf. I checked the legends and the civs are not at war.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 23, 2013, 03:22:44 am
"Don't talk to me" happens when the civ you are trying to talk to is hostile (usually due to worldgen war). Not sure why that happened to you, maybe some personal conflict of two entities or your group which you come from? Sometimes it's weird in DF.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 23, 2013, 03:27:57 am
I must check the dark altar, there's a 1% chance for a dwarf to turn into a demon or something, I surely hope it's not 100% due to autosyndrome plugin or something like that.
Well, it is confirmed, autosyndrome plugin does not check for % chance and turns the creature in the first entry immediately. I will have to turn it back to boiling rock to stop it from happening.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Blackdot on June 23, 2013, 04:37:20 am
Dont you think is better to use growth fix script than having static sizes?
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 23, 2013, 04:47:20 am
It would be, but I've decided to go this way instead. I did it before the script was released actually, so for future I may roll back (but I will have to run that script every few months or something).
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on June 24, 2013, 03:43:36 am
Re: not-drinking, not-eating (and maybe not-sleeping?) clockworks: it would be easy if those tokens can be assigned on a caste level, but the issue here is alcohol dependancy. One could remove ALCOHOL_DEPENDANT from the dwarf entry and put it in all caste entries except clockwork. I hope that would remove the token from fleshy dwarves upon transformation and not cause withdrawal slowdown.

They would make even more awesome soldiers for patrolling and guard duty if they could go without sleep, drink and food without adverse effects.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Matthmatt1213 on June 24, 2013, 12:40:17 pm
I must check the dark altar, there's a 1% chance for a dwarf to turn into a demon or something, I surely hope it's not 100% due to autosyndrome plugin or something like that.
Well, it is confirmed, autosyndrome plugin does not check for % chance and turns the creature in the first entry immediately. I will have to turn it back to boiling rock to stop it from happening.

Deon, while you're doing that, can you check the other religion buildings? If one is bugged, the others may be as well. That might explain why the "turn a dwarf into a cultist/druid" has no observable effect other than looking flashy.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 24, 2013, 01:14:07 pm
Yeah, all % chances were initialized immediately, so only the first one worked due to Autosyndrome not checking the frequency of the products. I am reworking alchemy/classes altogether though, so the next update will have fixes for everything.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on June 25, 2013, 03:30:55 am
I'm a bit confused. Can a glove, a gauntlet and a mitten all be worn simultanously on one hand?

Also, bug report time: 2 times out of 2, a Chapterhouse transformation affected not the designated worker, but her baby.

And utility spiders can be activated, but bronze centurions can't.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 25, 2013, 12:30:34 pm
I will check the gloves layers.

It's not a bug, it's more of a situational problem. The baby is "noticed" first, so it will be transformed rather than the worker.

The centurions can be activated just fine; I think it's just not a 100% chance.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on June 25, 2013, 02:24:13 pm
And the clockworks aren't 100% either? 2/0 on a vampire, he stood in the cloud just fine. Not cool...

Wait. If it's an inhaled syndrome, it may not affect a not-breathing vampire.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 25, 2013, 03:53:41 pm
It's an autosyndrome syndrome, inhaling has nothing to do with it. Is your DFHack running fine? Can you summon rain and snow with Occult Grove?
Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 25, 2013, 03:57:38 pm

5.33
- Clockworks no longer need to eat or sleep (they still need booze, it's like a fuel).
- Clockworks no longer shatter and lose limbs from punches and hard hits; they now consist of "frame" and "case".
- Clockworks get gem eyes.
- Bloodred/dark/shimmering crystals are removed. Added air/fire/water/earth/aether crystals.
- New building Gem Grinder; grinds gems in gem powder (glazing) and has a chance to produce air/fire/water/earth/aether crystals.
- New building Calcinator.
- Removed war shrine and sacrificial pit. Removed % chance to become something religious reactions.
- Religious reactions now require air/fire/water/earth/aether crystals and have certain outcomes.
- Alchemical lab now brews permanent stat/skill boost potions from elemental gems.
- New building "infirmary" where you can force dwarves to take drugs I mean stat boost potions.
Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Meph on June 25, 2013, 10:04:23 pm
Quote
- New building Gem Grinder; grinds gems in gem powder (glazing)

Cant believe that I didnt think of that. ^^ With my low amount of different gems, I can just add this to the quern/millstone. :)
Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on June 26, 2013, 03:23:17 am
My first clockwork adventurer had all its limbs severed by a bandit captain with a copper seax. Just saying.
Title: Re: [ GENESIS Reborn 5.32 ] || Dark Fantasy + Steampunk ||
Post by: There Is No Vic on June 26, 2013, 06:55:03 am

And utility spiders can be activated, but bronze centurions can't.

I've been able to activate centurions, but it always takes at least 2 work orders to get one centurion activated. I thought this was part if the process, each reaction only has some percent chance if working.
Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 26, 2013, 08:59:01 am
My first clockwork adventurer had all its limbs severed by a bandit captain with a copper seax. Just saying.
Yeah, that's vanilla bronze vs copper values. Try wearing some armor next time :D.
Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on June 26, 2013, 09:59:01 am
My first clockwork adventurer had all its limbs severed by a bandit captain with a copper seax. Just saying.
Yeah, that's vanilla bronze vs copper values. Try wearing some armor next time :D.

That's the funny thing, I did. Hide armor, and iron boots iirc. Bastard took all my limbs, then I pushed him to death and retired.
Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Ragnarock on June 26, 2013, 11:34:26 am
My first clockwork adventurer had all its limbs severed by a bandit captain with a copper seax. Just saying.
Yeah, that's vanilla bronze vs copper values. Try wearing some armor next time :D.

That's the funny thing, I did. Hide armor, and iron boots iirc. Bastard took all my limbs, then I pushed him to death and retired.


DF forums in a nutshell:

Material durability, bronze weak against copper, metal frames and cases - DUH! UNREALISTIC!
Killing a bandit without any limbs : just okay. move along.


 :D  :D

Downloading the new update. Will post feedback soon


and BTW. wearing mittens, gloves and gauntlets in the same time seems perfectly fine to me, might be a little uncomfortable though... if living in a wooden cottage with twelve other unrelated people and vampires eating your children among your community ever was comfortable


edit: Can't wait till I buy a new PC so I'll be able to play Genesis properly on worlds larger than pocket, 1GB ram and a single core 2.0 isn't cutting edge anymore :<



edit2: Why are all the races unable to bite? I can just headbutt.
Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 26, 2013, 12:29:03 pm
Because biting metal armor, axes and dragons is not a believable thing. It's more likely that a steelclad human would headbutt an iron clad goblin than he would bite him.
Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Ragnarock on June 26, 2013, 01:40:50 pm
And dragons are believable? Aww come on, for !!SCIENCE!! !!
Killing dalesmen with thrown sandy loam is kinda surrealistic as well...

By the way, my clockwork is coughing up blood  :D

Reworked clockworks work just fine, I'm satisfied.


edit: does losing steam presents any handicaps?
Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 26, 2013, 02:08:50 pm
I mean a dwarven baby tearing off a head of a dragon with teeth is a bit weird. Removing biting and nerfing kicks/punches was needed to avoid wrestlers decimating armored armed opponents.

Losing steam presents no handicaps, it's just for looks.
Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Matthmatt1213 on June 26, 2013, 04:14:05 pm
Minor bug, you might want to change the keybinding for the calcinator or automaton factory, their build hotkeys are both alt+b.
Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 27, 2013, 12:28:01 am
Yep, sorry about that. And calcinator reactions are coming up, they will be released today.
Title: Re: [ GENESIS Reborn 5.33b ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 27, 2013, 01:30:45 pm
Watching Revocane's stream (http://www.twitch.tv/revocane) of Genesis Reborn made me remember this (wait for the upload of 5.33b).

5.33b
- Fixed elemental gem religious reactions.
Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Matthmatt1213 on June 27, 2013, 02:06:02 pm
I was messing around with the different secrets (pyromancer, wizard, etc) in arena mode, and I noticed something. I'm not sure if it's because it's an arena mode creature that I'm controlling, but spells can be cast anywhere that you can see, regardless of their intended range, excepting burning hands and dragon fire, which can be targeted anywhere you can see but dissipate at their normal ranges, and spray ice and freezing blast, which fail to cast correctly, dissipating one square away. Fireball appears to travel a bit farther than its range, but becomes inaccurate. Also, spells that do not have a target limit specified in the way that spells like chain lightning and shock do (select victim, X of Y) can be cast on all creatures in sight, if they are all selected. These spells are harm, slow, raise pyre zombie, and cast madness, which might explain the large amounts of crazed dwarves some people have reported, since it would allow the demoniac to cast it on everyone in sight, rather than one adjacent dwarf, once per month. Bone spear also does not appear to have any effect, and, as you mentioned earlier in this thread, frost spells also have an effect on the caster, with spray ice sometimes causing minor injury and freezing blast making death likely, if not assured, though I'm not sure that it is possible for that to be changed without giving the spellcaster an immunity to ice, which might not make sense for a druid and general wizard. Spells that have you select victims also cannot be cast on the same creature twice, with corpse-targeting spells being an exception, though it may be considered a different corpse after rising and being re-killed. I do enjoy the spells though, and they definitely add a lot and make sense. In regards to the secrets though, is it possible to be more than one type of caster? For example, if an adventurer were to read the tablet/book of secrets for both a pyromancer and a stormbringer, would they be able to cast all of the spells from each? After all, while that would make that adventurer very powerful, successfully finding and killing two different mages and reading their secrets is difficult enough that I feel it may not be overpowered.
Title: Re: [ GENESIS Reborn 5.33b ] || Dark Fantasy + Steampunk ||
Post by: Tirion on June 27, 2013, 02:09:35 pm
Oh, definitely. A few versions back I had a vampire pyromancer druid adventurer.
Title: Re: [ GENESIS Reborn 5.33b ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 27, 2013, 02:31:25 pm
Bone spear should shoot a bone, I will check it.

Also don't forget to go to /data/init/d_init.txt and change ENGRAVINGS_START_OBSCURED to YES. I am not going to reupload the whole thing just because of that, but I will fix it for the next update.
Title: Re: [ GENESIS Reborn 5.33b ] || Dark Fantasy + Steampunk ||
Post by: meowmix on June 27, 2013, 11:28:34 pm
I had a spellcaster dwarf become a wizard in fortress mode. I think it kinda just happened but I am not sure how.  Does anyone know what happened to make my dwarf into a wizard? Or is this just something that happens spontaneously for spellcasting dwarves?

Also are these dwarves able to cast wizard spells at enemies?

Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on June 28, 2013, 05:01:00 pm
My first clockwork adventurer had all its limbs severed by a bandit captain with a copper seax. Just saying.
Yeah, that's vanilla bronze vs copper values. Try wearing some armor next time :D.

That's the funny thing, I did. Hide armor, and iron boots iirc. Bastard took all my limbs, then I pushed him to death and retired.


DF forums in a nutshell:

Material durability, bronze weak against copper, metal frames and cases - DUH! UNREALISTIC!
Killing a bandit without any limbs : just okay. move along.


 :D  :D

edit2: Why are all the races unable to bite? I can just headbutt.

Now that's a fun thing, thinking about it. My limbless clockwork should still have been able to headbutt, yet he could only push.
Title: Re: [ GENESIS Reborn 5.33 ] || Dark Fantasy + Steampunk ||
Post by: Matthmatt1213 on June 28, 2013, 05:53:53 pm
My first clockwork adventurer had all its limbs severed by a bandit captain with a copper seax. Just saying.
Yeah, that's vanilla bronze vs copper values. Try wearing some armor next time :D.

That's the funny thing, I did. Hide armor, and iron boots iirc. Bastard took all my limbs, then I pushed him to death and retired.


DF forums in a nutshell:

Material durability, bronze weak against copper, metal frames and cases - DUH! UNREALISTIC!
Killing a bandit without any limbs : just okay. move along.


 :D  :D

edit2: Why are all the races unable to bite? I can just headbutt.

Now that's a fun thing, thinking about it. My limbless clockwork should still have been able to headbutt, yet he could only push.

I guess that you have to run or something in order to get an effective headbutt? Also, I"m not sure why biting a dragon is somehow less realistic than headbutting it, and there are plenty of times it might make sense. For instance, two unarmed humans or dwarves wrestling each other might start biting once their hands are full, and since Sylvians are fine with eating other living beings, I don't see why they would wait until it was dead to start biting it.

Edit: Am I the only one who didn't get the calcinator reactions when I downloaded 5.33b? They aren't showing up for me. Did transferring my save from 5.33 cause it? Also, I seem be having a bit of trouble encouraging my dwarves to drink elixirs (which seem to be misspelled as "elixtirs"). What labor does it use?
Title: Re: [ GENESIS Reborn 5.33c ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 29, 2013, 03:00:18 am
Calcinator has no reactions yet because I am finishing them :). The update will be save compatible.

Elixirs (elixtirs, lol) take no skill to be drank, any dwarf should be able to do it.
Title: Re: [ GENESIS Reborn 5.33c ] || Dark Fantasy + Steampunk ||
Post by: Tirion on June 29, 2013, 07:42:54 am
Are clockworks able to headbutt?
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 29, 2013, 08:49:54 am
5.34
- First cavern layers no longer have big mushroom trees. There're tree roots and fungiwood.
- Second cavern layer gets all shroom trees.
- Fixed "elixtir" typo.
- Elixir consumption labor now requires alchemy skill.
- Third cavern layer gets blue "abyssal growth" for grass and pestilent trees, also all plants are blue too.
- Juggled around creatures between 2nd and 3rd layers; now 3rd layer is more dangerous and 2nd is less so.
- Added Opium Snails to caverns. They can be milked for poison which turns into cheese. They are also dangerous predators and vermin hunters.
- Calcinator can turn bones and boulders into flux.
- Calcinator can make cement blocks from boulders and sand bags.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Rainbows on June 29, 2013, 03:05:12 pm
how common are iron titans? near immediately after the first annoying uber migrant wave one showed up and destroyed the entire fortress while being covered in fractures from ever so slightly inferior weapons.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Deon on June 29, 2013, 03:07:24 pm
As common as bronze colossi in DF. Not so much.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Ragnarock on June 30, 2013, 09:53:49 am
Okay, the 5.34 clockworks are pretty durable... kind of. After I lost both my hands and the left leg to zombie bears, I was kinda unstoppable - 6 bogeymen tried to kick me to death, but all the attacks glanced off my balls of steel. Well, except the fact they bit out both my eyes, so vision lost once again. Nonetheless, I managed to slay two bears and 2 bogeymen without limbs. Pretty good. The thing that still stands out - it's EZ to lose a hand/foot, but chest, abs and head is effin' diamond. I'm happy. The thing that makes me sad, the crafting menu is like ten times smaller than the previous versions, I can't even craft a waterskin. I guess I have to use adv-fort for that, but I don't like it at all.

And I think that in previous versions I was able to empty a waterskin, now it's not possible
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Matthmatt1213 on July 01, 2013, 12:14:35 pm
How do you update your savegame? I tried moving my saves from the old version to the folder in the new version, but nothing changed, so I tried the "Update Savegames" option. Now, when I attempt to load the file an error window saying "FATAL ERROR" at the top pops up, displaying "Missing Plant Gloss: jungle moss." This crashes the game. Did I do something incorrectly?

Edit: To be clear, I am talking about moving save files from version 5.33b to version 5.34
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Deon on July 01, 2013, 03:13:36 pm
Ugh, I changed some grass names. Press "update savegames" but move your old plant_grasses.txt in your save game raws folder.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Matthmatt1213 on July 01, 2013, 07:37:47 pm
Ugh, I changed some grass names. Press "update savegames" but move your old plant_grasses.txt in your save game raws folder.

Thank you very much. In case anyone else is having troubles, after this fix I received a similar error with Tower_Cap instead of Jungle_Moss. To fix that move the old plant_tree as well.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Ghundio on July 02, 2013, 09:46:51 am
I can't figure out how to make oil from shadowleaves without the screw press, any help?
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Matthmatt1213 on July 02, 2013, 10:23:38 am
How much do elixirs increase an attribute by? It would be useful to know how many I need in order to see significant results. Also, two questions about religious buildings: does the arena only create one blood fiend, or change all creatures on it, and what do sacrificing bones and inhaling spores do?
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on July 02, 2013, 12:32:03 pm
How much do elixirs increase an attribute by? It would be useful to know how many I need in order to see significant results. Also, two questions about religious buildings: does the arena only create one blood fiend, or change all creatures on it, and what do sacrificing bones and inhaling spores do?


[INORGANIC:AGILITY_BOOST]
   [USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
   [STATE_NAME_ADJ:ALL:Transformation][MATERIAL_VALUE:0]
   [SYNDROME]
      [SYN_NAME:agility boost]
      [SYN_IMMUNE_CREATURE:DWARF:CLOCKWORK]
      [SYN_INJECTED]
      [SYN_CONTACT]
      [SYN_INHALED]
      [SYN_INGESTED]
      [CE_PHYS_ATT_CHANGE:AGILITY:105:50:START:0]

I think that means it increases the attribute by 5% and adds 50 to it's value, so if you had a dwarf with 1000 agility, he'll have 1000+50+50=1100 afterwards. Or something like that.

Related to that, will there be recuperation and disease resistance elixirs? The ones we have are nice, but they boost trainable attributes that are boosted sky-high after a few years of sparring anyway.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Deon on July 03, 2013, 06:38:27 am
I can't figure out how to make oil from shadowleaves without the screw press, any help?
That's my error, I was meant to move that to kitchen, but the reaction still looks for SCREW_PRESS. You can fix it manually by changing the building to KITCHEN in reaction_culinary.txt in your save folder; I will fix it for the next patch.

@Tirion, good idea, I will include more potion making reactions.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on July 03, 2013, 07:59:11 am
I find it strange how easily clockwork feet and hands are removed compared to any other body part of theirs. Are you sure the frame/case division extends to those body parts too?

Also, rough-hewn cement walls are a bit out of place in the wilderness, unless it's a post-apocalyptic setting after all. Not to mention their tile is a stone fall trap in Phoebus graphics.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Deon on July 03, 2013, 01:22:35 pm
Dang it, I thought I did not set up their occurance at all. The next patch is a must then, I will hurry it :).
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Ghundio on July 03, 2013, 07:35:24 pm
I can't figure out how to make oil from shadowleaves without the screw press, any help?
That's my error, I was meant to move that to kitchen, but the reaction still looks for SCREW_PRESS. You can fix it manually by changing the building to KITCHEN in reaction_culinary.txt in your save folder; I will fix it for the next patch.

Did that but there is still now way to get the shadowleaves into a paste to have oil extracted from.

Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Deon on July 04, 2013, 02:58:31 am
You get the paste from quern/millstone, from seeds.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Ghundio on July 04, 2013, 10:17:18 am
You get the paste from quern/millstone, from seeds.

You don't seem to be able to press the shadowleaf spores into a paste. I have plenty of unused spores, not currently being hauled, and I don't have the option on the quern to make a paste out of them.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Deon on July 04, 2013, 01:39:56 pm
Have you tried using manager? It could be DF pathing bug.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Vherid on July 06, 2013, 03:54:15 pm
I see you're using my 10x10 for the ASCII, I did update it a bit if you want to update it, just letting you know.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Spleenling on July 07, 2013, 02:47:18 am
Just started a fort and noticed there are no Emergency food sourcesCats.
How do i get rid of vermin without them?
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Deon on July 07, 2013, 03:19:41 am
Batwings! Utility spiders!
There's a "pets" section in the manual.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Ghundio on July 07, 2013, 10:31:32 pm
Have you tried using manager? It could be DF pathing bug.

You right, I dumb. Got it working! Thanks for being patient and helpful!
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on July 08, 2013, 01:05:12 pm
I urge you to remove or at least rework the Demoniacs. They cause loyalty cascades and turn adventurers into the enemy of civs with surprising ease. For example, a blinding curse (either temporary, or rotting their eyes out if you feel like that) used as a greeting would still be a threat, but it wouldn't cause game-breaking loyalty cascades.

EDIT: usually it's just me finding the corpse of the Demoniac quest target in a cottage full of dead bodies, but last time it was a high priest in a keep who turned my vampire necromage's companions into maniacs, turning me into the enemy of the Realm. Probably used that damnable skill on me too, since afterwards even the undead raised by me were hostile to me.

EDIT2: Werebeasts are still brutally hardcore in human form.

And I recieved a quest from a lord to kill his own civ's Dracolich sultan...  :o
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Spleenling on July 10, 2013, 08:04:12 pm
My list of workshops tells me I can make an Infirmary In the Thuamatology section.
I can't find it in the manual.
What does it do?

Edit to prevent double post:

I keep trying to convert my Vampire Mayor/Manager into a Remade to stop her snacking on any more legendary Craftsdwarves.
But every time she gets the materials, she goes into the flesh studio the particle effect happens but no transformation occurs.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on July 11, 2013, 02:10:49 am
My list of workshops tells me I can make an Infirmary In the Thuamatology section.
I can't find it in the manual.
What does it do?

Edit to prevent double post:

I keep trying to convert my Vampire Mayor/Manager into a Remade to stop her snacking on any more legendary Craftsdwarves.
But every time she gets the materials, she goes into the flesh studio the particle effect happens but no transformation occurs.

Infarmary lets dwarves to drink attribute-boosting potions.
I had the same problem with vampires... be glad that at least it's not a Demoniac, those bastards turn your fortress into a madness-inspired loyalty cascade with an interaction that isn't even removed by the remade/clockwork transformations.

Also, suggestion:    [PERMITTED_REACTION:ARGENTAN_MAKING] argentan isn't a difficult metal to make, and it would make a lot of sense in adventurer mode undead/vampire/werebeast hunting. Orichalcum isn't that difficult to make either- I think any civ that can make bronze should be able to make these.

EDIT: heretical suggestion, read at own peril: with mithril and titanium (and dragonbone, and moonsilver, bloodsteel etc... everything you need magma to do) making firmly in dwarves hands, perhaps good old fashioned steel doesn't merit the same dwarf monopoly it has in vanilla. It would certainly make sense for at least the plate armor-wearing civilizations to know it's secrets.

Also, moonsilver has no [MAX_EDGE] at all.

Necromage's bone spear does nothing, but Gully Shrieker and Quillbeast bone-spitting works.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Deon on July 13, 2013, 06:41:26 pm
I will fix that for the next update. I removed Demoniac and expanded bestiary a bit in my free time.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on July 15, 2013, 04:10:05 am
Another:
         [CE_BODY_TRANSFORMATION:START:0]
            [CE:CREATURE:WEREBEAST:MALE]
            [CE:PERIODIC:MOON_PHASE:27:0]
         [CE_CAN_DO_INTERACTION:START:500]
            [CDI:ADV_NAME:Transform into werebeast]
            [CDI:INTERACTION:TRANSFORM_WEREBEAST_MALE]
            [CDI:TARGET:A:SELF_ONLY]
            [CDI:TARGET_RANGE:A:1]
            [CDI:USAGE_HINT:FLEEING]
            [CDI:VERB:begin to transform:begins to transform:NA]
            [CDI:WAIT_PERIOD:1500]
The first line means immediate Fun! when I go hunting on full-moon nights with companions. Maybe it should be START:500 too.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Spleenling on July 15, 2013, 09:41:40 pm
I have some Inactive Utility Spiders that I can't get to work. I have made Soulgems and told my dwarves to activate them but nothing happens.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: DaveTheGrave on July 16, 2013, 04:02:48 am
Is there a possibility this mod has a DF Therapist built for it?
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Jetriot on July 16, 2013, 02:40:31 pm
What is wrong with the regular Dwarf The rapist?
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on July 16, 2013, 07:47:14 pm
Is there a possibility this mod has a DF Therapist built for it?

Splinter's version handles castes well.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Vinedragon on July 16, 2013, 11:08:25 pm
Dunno if this has been asked before, but none of the crossbowdwarves will shoot their crossbows. I have ammo, and have quivers, they're set to take any and all ammo, and they fire only rarely at point blank range, after chasing whatever they're trying to kill down.

Edit: Nevermind, they're doing what they're supposed to now. Weird.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Spleenling on July 18, 2013, 10:59:21 pm
Whats the Corpsdwarf Noble Post for?
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on July 19, 2013, 09:04:13 am
Whats the Corpsdwarf Noble Post for?

Healthcare. They are deputies of the Chief Healer.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Rumrusher on July 22, 2013, 12:06:40 am
Deon I started as a magician who ended up smacking an 8 year old goblin child running from the town on a minecart and blowing up into a mist of gibs.
swap over to the 8 year old who then was given a quest to clean up a minotaur camp.
after picking up a group of meatsheilds we did the task with little ease.
Then the idea hit me, I was going to take over the minotaur lair to see what happens.
the result was 8 years of fortifying a base watching a little girl grow up and ditching her companions to go die in the woods.
now she taken over a dalesman fort planning to bore a hole underground to release a few horrors.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Kpn.Kardif on July 23, 2013, 04:20:47 am
Dunno if this is a vanilla thing or due to the mod, but figured I'd ask here anyways.  It has been a while since I've played and decided to fire up a new fort in a cold biome with lots of trees and an aquifer.  I figured since stone was kind of hard to get to an I had copious amounts of wood (lol) that I would build a wall around my fort out of wood blocks constructed at the lumber yard.  Got the wall done in summer of the second year, just before the vile force of merfolk arrived.  I was like, "damn, invasion in the second year?  Oh well, I have walls to protect me".  I raised the bridge and thought I was safe.  Then I got to watch in horror as the merfolk CLIMBED OVER the wooden walls like they weren't even there and began slaughtering my helpless dwarves  :'( :'(

Soo.... wooden walls are obviously a bad idea atm.  They serve absolutely no purpose if regular non-flying enemies can just hop over them.  Is this normal? 
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on July 23, 2013, 06:01:35 am
Dunno if this is a vanilla thing or due to the mod, but figured I'd ask here anyways.  It has been a while since I've played and decided to fire up a new fort in a cold biome with lots of trees and an aquifer.  I figured since stone was kind of hard to get to an I had copious amounts of wood (lol) that I would build a wall around my fort out of wood blocks constructed at the lumber yard.  Got the wall done in summer of the second year, just before the vile force of merfolk arrived.  I was like, "damn, invasion in the second year?  Oh well, I have walls to protect me".  I raised the bridge and thought I was safe.  Then I got to watch in horror as the merfolk CLIMBED OVER the wooden walls like they weren't even there and began slaughtering my helpless dwarves  :'( :'(

Soo.... wooden walls are obviously a bad idea atm.  They serve absolutely no purpose if regular non-flying enemies can just hop over them.  Is this normal?

Definitely not normal. Maybe you built wooden floors by mistake? Or your dwarves didn't complete it? Walls should be impassable, unless they fly over it- and they seldom do that, if the gate is closed, as they can't path inside.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Kpn.Kardif on July 23, 2013, 02:11:22 pm
The wall was definitely complete, and I certainly didn't build floors by mistake.  The gate was closed, but I did have a constructed ramp leading up to a hill on the other side of the fort where I was building another wall to keep archers away, so they could have used this for pathing.  But the invasion came from the opposite side of the map and none of them ever touched the ramp.  The area where they climbed over had previously been a small hill, which I channeled out because it contained a small amount of stone.  There weren't any natural ramps left going through there though, I had channeled out all of it.  Is it possible that because there may have been a ramp there before, the game somehow still thought there was?  It's not just that they climbed up to the top of the wall, but were able to come down the other side of it as well.  I've been playing DF for a couple of years, and I've never seen this happen before. 
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Deon on July 28, 2013, 01:55:12 am
They cannot climb walls for sure, so it was your mistake leaving a path somewhere. There could be a ramp UNDER your wall somewhere too.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: There Is No Vic on July 31, 2013, 09:13:40 pm
Embarked with no Scroll Dwarves: No Treasurer or Broker until one shows up. I could probably do without a Broker, but not having accurate inventory, that's not fun.

Edit: I love finding cement amongst natural stone. It gives me a creepy sense of elder gods, whose constructions can be found in rock formations billions of years old.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on August 01, 2013, 08:34:42 am
So, Deon, do you plan to make this plugin: http://www.bay12forums.com/smf/index.php?topic=127116.0 a part of your mod? Digging and/or deconstructing invaders would be a nice late-game challenge...
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Deon on August 01, 2013, 01:11:03 pm
Yep, and that (and a few options I need to add to the modloader and recompile it) are the only things which hold back the next release (I've been a bit too involved in new Shadowrun Returns and Don't Starve modding, so yeah, gotta admit I got lazy with DF a bit).

Embarked with no Scroll Dwarves: No Treasurer or Broker until one shows up. I could probably do without a Broker, but not having accurate inventory, that's not fun.

Edit: I love finding cement amongst natural stone. It gives me a creepy sense of elder gods, whose constructions can be found in rock formations billions of years old.
Cement as natural stone? Huh, I thought I fixed that, it's for sure fixed in the next release :).

Regarding inability to have major nobles without special caste, it's a design decision by me. And I will make it optional in modloader for the next version.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on August 05, 2013, 07:09:49 am
Also, am I the only one who always finds empty curious underground structures in adventurer mode? No undead, no demons...
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Deon on August 06, 2013, 12:57:21 am
I think it's because I did not create custom curses for those, thanks for heads up, they will come!

Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Meph on August 06, 2013, 02:26:13 am
Wait... custom stuff for curious underground structures? How? Please, tell me more.

I have a problem in MasterworkDF with 2000-5000 undeads per underground structure, which kills the FPS. I never knew what caused this, but maybe some curses affect it, some regional interactions that were included in DwarfChocolate/WizardsTower or so. It would be really great to fix this. Or even add sensible replacements and populate the structures with something more interesting.
Title: Re: [ GENESIS Reborn 5.34 ] || Dark Fantasy + Steampunk ||
Post by: Deon on August 06, 2013, 02:59:47 am
Those guys in curious structures are a type of a generated curse too, you can see them if you look through world_gen.txt.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Deon on August 06, 2013, 03:04:10 am
I should have released a fixed version long time ago, sorry :). I planned to add more stuff but kept delaying it.


5.35
- fixed oil pressing (kitchen, cooking skill).
- removed demoniacs (too bad effects for gameplay).
- readjusted biome and population information for creatures.
- changed fallen population ratios. Liches and revenants are very rare.
- ghouls (fallen caste) are slower but much stronger.

- added options to launcher to toggle following features:
-- House of Scrolls only main nobles: on/off
-- Clockworks: bronze/steel
-- Fast maturation: on/off (original 12 years to mature, or just 1 year to be a child).

Current creature population distributions if you are interested:
Creature - total amount per world chunk - chance to encounter
Spoiler (click to show/hide)
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on August 06, 2013, 04:16:41 am
How about naturally occurring cement, and argentan for the more developed surface entities?

EDIT: so, regional interactions should be something other than 0 in worldgen to get slade temple zombies?
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Meph on August 06, 2013, 04:43:39 am
I think its DISTURBANCE_INTERACTION_NUMBER, no?

My question was more: Can custom reactions interfere with the underground structures, and if yes, how?
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Deon on August 06, 2013, 04:47:36 am
Reactions? If you mean interactions, it's the same way as any other interaction for regions.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Meph on August 06, 2013, 05:42:56 am
Ah, sorry. I did mean interactions, dont know how I made that typo. Thanks, I'll check my regional interactions then, because somehow I end up with way too many undeads in these things.

Have you seen Maklaks scripts? He has finished plants and creatures, and works on items now. Would be a great addition to any manual :)
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on August 06, 2013, 06:05:48 am
So, what happened to elixirs and the calcinator?
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Deon on August 06, 2013, 02:45:27 pm
Ffffffffffffffffffffffffffffffffffffffffffffffffff.


I updated the wrong version. This is what happens when you work at work, at home and on wifey's Laptop. So 5.35 is based on 5.33. It should be fairly trivial to fix, sorry for that. I am going to bed now but I will re-add calcinator and elixirs back tomorrow.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Kaytavo on August 06, 2013, 04:25:24 pm
Can't find any small blunt rocks for knapping tools in adventurer...
I can only find small dolomite rocks and they don't seem to work, also can't bonecraft using bones or skulls(tired wolf and salamander bones).
not sure if I'm doing it wrong or what.

P.S. I'm using the latest version (5.35)
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on August 06, 2013, 05:17:36 pm
There are no book titles assigned to pyromancy, only to the other secrets. I just read an Ember Dragon sultan's literary accomplishments across a fortress, and recieved neither pyromancy nor wizardry knowledge. A shame, really- Legends Viewer lists the books written by historical figures by name and shows where they were stored, and by title one can say what kind of secret, if any, is in the book.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: There Is No Vic on August 13, 2013, 08:02:07 pm
Seems like the past couple of versions of Genesis, leather bins are never taken to stockpiles from the Depot. Individual skins will be moved to bins in the stockpile, but even deconstructing the Depot just leaves a pile of bins. Not a burrows or pathing issue.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: There Is No Vic on August 14, 2013, 07:03:58 pm
I posted a while back about Mermen blocking a season's worth of jade cannon fire. I just observed a dwarf immolated by the burst from a jade cannon hitting a thief 4 tiles away.

Is it a characteristic of the jade cannon explosion that makes it blockable, or is this a characteristic of the nature of all explosion events, that they are propagated by flaming objects that are inherently blockable?

I've only succeeded in setting my entire catapult training area on fire with inferno blocks. I've never been able to fire inferno blocks at the enemy, but it certainly would be less than optimal if they were able to block all the hunka hunka burning dwarfy love I'm flinging at them.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: TomiTapio on August 16, 2013, 04:43:20 am
Downloaded the latest genesis.
Got interface issues, numpad's + - not working in embark preparations (I fixed it with copying older interface.txt), and mouse not painting stairs/tunnels in fort mode...
especially my favorite "hold LMB down, go up or down a level with < >" So 50 levels down while holding mouse button and > down.
Now the mouse does rectangles, I am totally not accustomed to that. Hacked exe?
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Putnam on August 16, 2013, 04:53:04 am
No, just DFHack.

Also, that hold LMB down thing hasn't been necessary since 34.01, where Toady allowed multi-z-level designations ;)
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: TomiTapio on August 16, 2013, 05:44:12 am
Ok thanks Putnam.
What are Living bars and Living picks, they seem to be very oddly named for a metal.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on August 16, 2013, 05:50:14 am
Ok thanks Putnam.
What are Living bars and Living picks, they seem to be very oddly named for a metal.

The proper name would be living metal, which is very sharp. It's made, among other things, from wood only found in evil biomes, where the wildlife will almost certainly make it impossible to survive. At all.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Rainbows on August 17, 2013, 06:52:53 am
What are all the new weapons? I know how metal properties work (is voidsteel,blood steel and all the deep furnace metals the same?) but i don't know how to interpret weapon raws. All these billhooks and glaives and longswords and broadswords I know what are in real life but don't know how they translate into DF.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: afoninv on August 17, 2013, 11:13:17 am
I've started playing (again) DF and Genesis after couple of years, and I keep running into a problem. Goblin ranged ambushes simply perforate my fully steel-clad squads with copper bolts, in the very first volley. Am I doing something wrong or has archery been that buffed?
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Rainbows on August 17, 2013, 12:46:18 pm
Archery in general is pretty mad, bolts have a very small penetration, varying but usually high weight and a lot of speed which leaves adamantine armour being pincushioned by copper. Shields, blocking and dodging is where it's at, if it's hit armour it's too late.
I remember someone made a mod to nerf ranged weapons in general and make them more sane.

Best to soften up with some of your own bolts to kill, maim or knock unconscious enemy archers before sending in melee, having buildings or hills shortening the field of fire also increases survivability.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: afoninv on August 17, 2013, 04:23:13 pm
I remember someone made a mod to nerf ranged weapons in general and make them more sane.
Thanks, I've looked around a bit and found both mod (http://www.bay12forums.com/smf/index.php?topic=115448.0) and dwarven research (http://www.bay12forums.com/smf/index.php?topic=116151.0) on the topic. Not sure if I should use that mod though, it was designed for vanilla. Since Genesis, being a major mod, adds and/or modifies a lot of original content, I'm not sure how that would affect Genesis balance. However copper bolts penetrating steel dwarven plate is ridiculous fun!

And yes, a praise to Deon is due - the mod's awesome.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Vherid on August 21, 2013, 03:22:31 pm
Ffffffffffffffffffffffffffffffffffffffffffffffffff.


I updated the wrong version. This is what happens when you work at work, at home and on wifey's Laptop. So 5.35 is based on 5.33. It should be fairly trivial to fix, sorry for that. I am going to bed now but I will re-add calcinator and elixirs back tomorrow.

So was this ever fixed?
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: howitended on August 21, 2013, 03:58:21 pm
I can't figure out if I'm just doing it wrong or what.
Whenever I attempt to make a weapon at the weaponsmithing workshop, I pick my material (which is already in bar form, and right there with me) and then get a blank page where the weapon types should be.

I haven't modified anything in any way and have no idea what's wrong.

Same goes for armor, I've tried making chitin armor about 20 times and been presented with a blank screen in both the clothesmaking and leatherworking workshops. I have the chitin (and just in case, some thread) right under my feet and the option just doesn't appear.

Otherwise I LOVE this mod. (there are bound to be some bugs)
Keep it up, you're doing something great. :)
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: afoninv on August 22, 2013, 07:33:55 am
A couple points regarding rivebow and chakri. First, chakri are heavy. 50 iron chakri weight 134u, and a dwarf with a rivebow and quiver of ammo slows to a crawl, which renders this weapon rather useless. Second, chakri are very expensive (~5 times more expensive than armor of the same metal and quality), which makes trading them feel like an exploit.

Fallen are awesome, I really enjoyed reading battle reports. Marksdwarves falling in extreme pain behind their "secure" fortifications came as a big surprise. Perhaps remaking troops to clockworks is not so weird an idea after all.
Can't wait for other enemies to appear!
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: There Is No Vic on August 22, 2013, 09:42:31 am
Ffffffffffffffffffffffffffffffffffffffffffffffffff.


I updated the wrong version. This is what happens when you work at work, at home and on wifey's Laptop. So 5.35 is based on 5.33. It should be fairly trivial to fix, sorry for that. I am going to bed now but I will re-add calcinator and elixirs back tomorrow.

So was this ever fixed?

Not yet.


Regarding fire and inferno blocks used as catapult ammo, it appears as though the blocks are not being destroyed on impact, but remain in the stockpile list, invisible and undumpable.

Savegame:
http://dffd.wimbli.com/file.php?id=7926 (http://dffd.wimbli.com/file.php?id=7926)

Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: There Is No Vic on August 29, 2013, 12:14:43 pm
Are inferno blocks supposed to destroy bridges made from magma-safe materials?
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on August 29, 2013, 03:13:36 pm
Are inferno blocks supposed to destroy bridges made from magma-safe materials?

They are supposed to be dragonfire, so I guess yes.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Nat on September 01, 2013, 08:25:16 am
One of my dwarfs managed to get nerve damage in both arms, so I wanted to transform her into an automaton. Unfortunately, no arms means she can't use the building. Same goes for the Flesh Studio -> Reborn.

Any ideas on how I can fix this problem?
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Deon on September 03, 2013, 08:31:37 am
Ffffffffffffffffffffffffffffffffffffffffffffffffff.


I updated the wrong version. This is what happens when you work at work, at home and on wifey's Laptop. So 5.35 is based on 5.33. It should be fairly trivial to fix, sorry for that. I am going to bed now but I will re-add calcinator and elixirs back tomorrow.

So was this ever fixed?

Not yet.


Regarding fire and inferno blocks used as catapult ammo, it appears as though the blocks are not being destroyed on impact, but remain in the stockpile list, invisible and undumpable.

Savegame:
http://dffd.wimbli.com/file.php?id=7926 (http://dffd.wimbli.com/file.php?id=7926)


I will check that, that is most likely the utility issue.

I haven't updated this yet, sorry :). I just had my son go to school today for the first time, so I was a bit busy with stuff lately.
Also I am finishing a tileset for Cataclysm Dark Days ahead roguelike, but I will be back :).

One of my dwarfs managed to get nerve damage in both arms, so I wanted to transform her into an automaton. Unfortunately, no arms means she can't use the building. Same goes for the Flesh Studio -> Reborn.

Any ideas on how I can fix this problem?
That is a tricky situation... Only making someone else able to apply an interaction can fix it.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: trekkie5249 on September 03, 2013, 08:18:02 pm
Hi, I've been modifying the reaction_adventurer file to give me adamantine everything for free. I've got everything working except for the gauntlets, which I can't equip, although I can make them.
Spoiler (click to show/hide)
This is the reaction I'm using.
[REACTION:TRANSMUTE_METAL_HALBERD] works for the other ones, so it's not the problem.
Can anyone tell me what I'm doing wrong?

Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Putnam on September 03, 2013, 08:48:36 pm
Hi, I've been modifying the reaction_adventurer file to give me adamantine everything for free. I've got everything working except for the gauntlets, which I can't equip, although I can make them.
Spoiler (click to show/hide)
This is the reaction I'm using.
[REACTION:TRANSMUTE_METAL_HALBERD] works for the other ones, so it's not the problem.
Can anyone tell me what I'm doing wrong?

Yes, (http://www.bay12forums.com/smf/index.php?topic=130266.msg4523348#msg4523348) I (http://www.bay12forums.com/smf/index.php?topic=130153.msg4514833#msg4514833) can. (http://www.bay12forums.com/smf/index.php?topic=127141.msg4443856#msg4443856)

Searching (http://www.bay12forums.com/smf/index.php?topic=61304.msg3630598#msg3630598) is (http://www.bay12forums.com/smf/index.php?topic=100707.msg3006336#msg3006336) good! (http://www.bay12forums.com/smf/index.php?topic=104258.0)
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: BlackFlyme on September 03, 2013, 08:49:12 pm
The gauntlets, which I can't equip, although I can make them.

That's a vanilla issue. Custom reactions that create any type of hand item will not have a "handedness", so to speak. Instead of having "left glove" or "right gauntlet" you instead just have a nondescript glove that cannot be worn on either hand.

I think there is a DFHack script that fixes this.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on September 04, 2013, 04:09:44 pm
One of my dwarfs managed to get nerve damage in both arms, so I wanted to transform her into an automaton. Unfortunately, no arms means she can't use the building. Same goes for the Flesh Studio -> Reborn.

Any ideas on how I can fix this problem?

If the reaction and building are still there in this version, you can build a Mushroom Shrine, make a lot of shimmering crystals, build an Occult Grove, station this cripple guy there, and set the druid-making reaction on repeat. If she becomes a druid, make her a civilian, and use an enemy to frighten her so she flees- at this point she transforms into a Direwolf, then back to a dwarf after a while, with all injuries healed.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Meph on September 06, 2013, 02:57:23 am
Quote
et the druid-making reaction on repeat.
Bad idea, autosyndrome does not work if the reaction is set on repeat.

Quote
I think there is a DFHack script that fixes this.
Correct, autofixhandedness.rb by Kurik Amudnil.

Deon, where are thou?
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Nat on September 07, 2013, 11:38:17 pm
I was working on druiding up the cripple, but I just lost her and most of my military to a voidling ambush, so now everything's spiralling out of control. The constant spam of stunning spells is just too powerful for normal dwarves to deal with, and the one military clockwork I have was made incredibly weak and slow by the process so couldn't get to the fight in time.

It was a fun fort though. The only metal I really found in the ground was cobalt and I was at war with most of the humans most of the time because their silly diplomats kept falling into my moat. I had four 11x11 refuse piles full of corpses and my biggest problem was cleaning up the entrance in time for the next siege or trader. By year 8 I had 25 melee military dwarves wearing bloodsteel (I brought almost nothing but bauxite on embark and looted the iron from the battlefield) and another 30 crossbowdwarves in a mix of dragonbone, dragonscale, mithril, titanite and bloodsteel.

I really liked having a hospital setup where I put a magma sauna in the middle, surround it with 12 beds, and surround the beds with a ring of alternating tables and traction benches. Pretty neat design and all the patients get the sauna buff when it's running.

I learned that a 3 tile wide entrance is a big risk when you have so many different races to trade with. I got a traffic jam when some were coming out at the same time others were going in. The wagons couldn't move, but eventually the wagons all disappeared when I wasn't watching.

I had problems with activating bronze centurions and spiders. I had all the inactive centurions and spiders standing around in the room with the workshop, but nothing ever happened when the jobs ran, apart from the puff of smoke.

One of the clockworks I made lost all his steam and his strength went down to 208. I'm not sure if these things are related, or if there's some kind of random chance for things to go wrong when you turn a dwarf into a clockwork?

The werebeasts are terrifying, but far from unkillable. I remember playing an older version in adventure mode and those things were untouchable killing machines. I was a bit worried when one showed up and sprinted straight into the fortress. It only managed to kill a few relatively useless dwarfs though and a few decently trained military dwarves took it down.

I'm not entirely sure what to do with the ox strength compound, focusing concoction etc. I made a bunch and just stored them in the food stockpile, but I'm not sure if that's all you're supposed to do with the stuff.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: oreganor on September 14, 2013, 07:45:42 pm
I recently tried this mod because looked very "Adventure mode" friendly and I stumbled on a strange situation.

I'm trying to play with a serpentfolk adventurer... I tried this in 3 different generated worlds with "advanced features" (in the default templates provided but stoping early in history, around year 200) and I have the following situation:

- There are Serpentfolk Civs reported as a valid Adventure option (I'm not trying the outsider approach), up to 3 on one of the worlds.

- Doesn't matter which Civ I choose, the starting town is friendly to me, populated by an unrelated race (Nords, Daleman, Dherim and goblins are the ones I have encountered). When I check the entities list on the quest log I have decent reputation with some non-serpentfolk settlements and there is always an entity properly assigned to serpentfolk civ that's invisible (When I press "zoom" the cursor doesn't move at all... As it happens, for example, with sites of the "host" race friendly to my adventurer).

Other hostile races doesn't seem to have this issue (goblin or ratking adventurers, when available, have a proper inhabited town).

What I'm missing? A parameter at world creation? Or maybe aborting history after just 200 years is triggering this behaviour?
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Meph on September 15, 2013, 03:53:21 am
Quote
I had problems with activating bronze centurions and spiders. I had all the inactive centurions and spiders standing around in the room with the workshop, but nothing ever happened when the jobs ran, apart from the puff of smoke.
Pasture them ON the workshop. :)
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Arbinire on September 15, 2013, 03:07:24 pm
just a quick question, is zeolite a flux stone?  Cause I got a lot of it but haven't found any other white rock
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Tirion on September 16, 2013, 02:45:05 am
Goddammit I dreamt 5.36 came out and was so happy... but it was just a dream  >:(
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Wilm0chimp on September 17, 2013, 05:04:37 pm
Hey Deon, is it possible to add crafting amulets / bracelets / rings etc from bone, horn, ivory and so on? From what I can tell it should be possible via the craftdwarf workshop, but only through the generic "make crafts" option, which doesnt allow you to specify exactly which craft you want made.

My adventurer needs to be able to wear trophies made from his slain enemies!
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: There Is No Vic on September 17, 2013, 06:32:49 pm
Disabling Cook for batwing eggs in the kitchen menu does not prevent dwarves from scooping them up out of the next box. I'm having to forbid eggs as they are laid. Seems like more trouble than I recall for vanilla eggs.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: BlackFlyme on September 17, 2013, 06:43:59 pm
Disabling Cook for batwing eggs in the kitchen menu does not prevent dwarves from scooping them up out of the next box. I'm having to forbid eggs as they are laid. Seems like more trouble than I recall for vanilla eggs.

Set your food stockpiles to ignore eggs.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: There Is No Vic on September 17, 2013, 09:43:29 pm
Disabling Cook for batwing eggs in the kitchen menu does not prevent dwarves from scooping them up out of the next box. I'm having to forbid eggs as they are laid. Seems like more trouble than I recall for vanilla eggs.

Set your food stockpiles to ignore eggs.

Excellent idea! Thank you.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Nat on September 20, 2013, 12:44:00 am
Pasture them ON the workshop. :)

Aha! Works perfectly. Thanks!
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Meph on September 20, 2013, 10:46:27 am
Hey Deon, is it possible to add crafting amulets / bracelets / rings etc from bone, horn, ivory and so on? From what I can tell it should be possible via the craftdwarf workshop, but only through the generic "make crafts" option, which doesnt allow you to specify exactly which craft you want made.

My adventurer needs to be able to wear trophies made from his slain enemies!

It is possible to do that. These should do the trick:
Code: [Select]
[REACTION:CRAFT_BONE_STACK_RING]
[NAME:craft bone ring]
[ADVENTURE_MODE_ENABLED]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_R]
[REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]
[PRODUCT:100:1:RING:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

[REACTION:CRAFT_BONE_STACK_CROWN]
[NAME:craft bone crown]
[ADVENTURE_MODE_ENABLED]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_C]
[REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]
[PRODUCT:100:1:CROWN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

[REACTION:CRAFT_BONE_STACK_FIGURINE]
[NAME:craft bone figurine]
[ADVENTURE_MODE_ENABLED]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_F]
[REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]
[PRODUCT:100:1:FIGURINE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

[REACTION:CRAFT_BONE_STACK_AMULET]
[NAME:craft bone amulet]
[ADVENTURE_MODE_ENABLED]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_A]
[REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]
[PRODUCT:100:1:AMULET:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

[REACTION:CRAFT_BONE_STACK_SCEPTER]
[NAME:craft bone scepter]
[ADVENTURE_MODE_ENABLED]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_S]
[REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]
[PRODUCT:100:1:SCEPTER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

[REACTION:CRAFT_BONE_STACK_EARRING]
[NAME:craft bone earring]
[ADVENTURE_MODE_ENABLED]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_E]
[REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]
[PRODUCT:100:1:EARRING:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

[REACTION:CRAFT_BONE_STACK_BRACELET]
[NAME:craft bone bracelet]
[ADVENTURE_MODE_ENABLED]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_B]
[REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]
[PRODUCT:100:1:BRACELET:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Wilm0chimp on September 20, 2013, 04:01:55 pm
Thanks meph.


Does anyone know why certain items are not craftable in workshops in adventure mode? E.g. at the leather works, you can't make anything except backpacks/quivers/waterskins. Has everything else been removed on purpose, does anyone know?
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Putnam on September 20, 2013, 04:25:42 pm
EDIT: Wrong topic
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: oreganor on September 21, 2013, 06:11:01 pm
Does anyone know why certain items are not craftable in workshops in adventure mode? E.g. at the leather works, you can't make anything except backpacks/quivers/waterskins. Has everything else been removed on purpose, does anyone know?

Depends heavily on the race/culture your adventure belongs to... The only "complete" race are the dwarves, the rest have been handicaped by either the reactions available on their buildings or the materials they have access to.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: oreganor on September 21, 2013, 06:22:02 pm
Now my own question. I recently joined DF community and this mod in particular, so I don't have idea how Voidwalkers were done before the "rebirth" edition...

...Are they meant to be "game over" when encountered on Adventure mode?

I'm refering to the Black Lightning spam + Slow Field permaeffect that makes a simple regular trooper deadlier than most Dragons.

In particular there are 2 strange anomalies:

- They don't seem to have a problem spamming Black Lightning.

- When you manage to kill the Power spamming unit the speed of your character is permanently crippled, doesn't matter how long you wait, you never recover the speed you got before encountering it (They apply a plethora of syndromes... But I think "Slow time" is the culcript). This means that at some point the character will not  be able to fight any longer due to extreme slowness.

The second effect seems like a bug on syndromes IMO... Because if you manage to block LoS and leave the enemy alive you usually recover the full speed. I have gone as far as carefully check the status of the characters using DFHack gm-editor to be sure there are no active syndromes, and the speed of the character is permanently reduced (Maybe the bug is in another sense... Maybe the default speed is wrong and all this speed altering syndromes actually trigger the correct calculation).
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Arbinire on September 29, 2013, 11:10:20 am
I tried making inactive centurions (and was hoping for spiders as well) a "craftable" summon in the automaton shop by trying to reverse engineer the reactions, inorganics_g_substance, etc...that the summoning circle uses for it's demons, making necessary changes where I thought they'd logically apply, such as the reagents, product, STATE_NAME, STATE_ADJ, and SYN_NAME...but the the option itself wouldn't appear in the workshop while actually playing.

I ended up deleting and reinstalling Genesis cause I got frustrated and have been playing adventure mode since I failed to get it working so I can't show the changes I made, but was wondering if someone could point me in the direction of how to mod in such summoning reactions.  I'd be happy even if someone just pm'd me what I need to put into my raws, but would definately prefer some real directions so I can better understand what I'm doing(and doing wrong).  Thanks in advance.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Knudow on September 30, 2013, 05:19:14 am
I'm playing adventure mode and the game crashes when I go near a tomb or the center (the tower) in a big city/castle

I tried different worlds and it happened every time
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Snap on October 05, 2013, 02:01:47 am
Having an issue with the mouse. In Vanilla and Masterwork the LMB will paint individual tiles when designating areas such as mining. The RMB will move the cursor. In Genesis the LMB is putting "Start of rectangle" instead of painting. Not sure where to look to fix this. ?


Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Demonbutter on October 07, 2013, 02:59:05 am
Having an issue with the mouse. In Vanilla and Masterwork the LMB will paint individual tiles when designating areas such as mining. The RMB will move the cursor. In Genesis the LMB is putting "Start of rectangle" instead of painting. Not sure where to look to fix this. ?

Check the new options on the menu. I think its something called box select, disable that.
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Deon on October 14, 2013, 11:02:27 am
Now my own question. I recently joined DF community and this mod in particular, so I don't have idea how Voidwalkers were done before the "rebirth" edition...

...Are they meant to be "game over" when encountered on Adventure mode?

I'm refering to the Black Lightning spam + Slow Field permaeffect that makes a simple regular trooper deadlier than most Dragons.

In particular there are 2 strange anomalies:

- They don't seem to have a problem spamming Black Lightning.

- When you manage to kill the Power spamming unit the speed of your character is permanently crippled, doesn't matter how long you wait, you never recover the speed you got before encountering it (They apply a plethora of syndromes... But I think "Slow time" is the culcript). This means that at some point the character will not  be able to fight any longer due to extreme slowness.

The second effect seems like a bug on syndromes IMO... Because if you manage to block LoS and leave the enemy alive you usually recover the full speed. I have gone as far as carefully check the status of the characters using DFHack gm-editor to be sure there are no active syndromes, and the speed of the character is permanently reduced (Maybe the bug is in another sense... Maybe the default speed is wrong and all this speed altering syndromes actually trigger the correct calculation).
All effects are temporary, at least they should be... Maybe they stack too much, I never had such problem. But yeah, voidwalkers were supposed to be attacked by you AND your army of people armed with void steel :). And yes, I was going to rework them to change them from slenderman-type into warhammer tyrannid-type enemies, so now since I showed up again I will look into it ASAP.

I'm playing adventure mode and the game crashes when I go near a tomb or the center (the tower) in a big city/castle

I tried different worlds and it happened every time
I never had a crash in the latest version, can you upload a save prior to crash?

Also while I was a bit busy with other things, I've managed to work on some random tiles.

If someone likes them I may make them into a full tileset, but I am not sure if they are readable enough:

(http://img.ie/nhz3y.png)

Two humans (peasant/swordsman) and a plenthora of dwarves are present on this picture.
Title: Re: [ GENESIS R 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Deon on October 15, 2013, 07:04:05 am
Sorry guys, this should have been released a LONG time ago. I have no excuses.


5.36
- Calcinator, gem grinder and infirmary are back.
- Removed redundant geomancer's workshop.
- Fixed hotkeys for custom buildings.
- Blood fiends drop fire crystals again.
- Clockworks and Remade's prosthetic arms now are (again) made from frame and casing, preventing easy beak-offs.
- Clockworks have crystal eyes.
- Clockworks don't eat/sleep again (they still need alcohol for fuel).
- Air/fire/water/earth/aether crystals are back.
- Cement is back.
- Abyssal growth (grass) and pestilent trees are back for the Abyss (caverns lvl 3).
- Subterranean creatures are redistributed.
- Tower-caps -> tree roots (cavern 1).
- Cement making, flux from bones are added back to calcinator.
- Elexir brewing replaced old potions in alchemical still.
- New religious, calcinator, gem grinder and alchemy lab reactions are added back.
Title: Re: [ GENESIS Reborn 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Deon on October 15, 2013, 09:30:37 am
I am currently experimenting with Rendermax plugin. If you did not know, it's a plugin which simulates lighting system (and provides no perfomance loss due to CPU calculations, which is the major issue with big forts; the only tiny perfomance loss can come from GPU drawing, and it's really low in comparison to the pathfinding/syndrome CPU FPS effect in vanilla).

The downside is that you cannot zoom in/out. However you should not really do it with graphical versions because tiles look weird :).
I am also fixing and making some Ironhand tiles to look better in my mod in the process.

(http://img.ie/0o9zz.png)

(http://img.ie/vgk8t.png)

If you guys really want it, I  can rush an update with it (and with new custom workshops to provide light).
Title: Re: [ GENESIS Reborn 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Meph on October 15, 2013, 09:39:14 am
Dont forget, it also limits you to non-ttf print modes. Ttf is not possible with Rendermax.
Title: Re: [ GENESIS Reborn 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Deon on October 15, 2013, 11:15:17 am
I kept all letters, so no TTF needed.

Also I LOVE Rendermax.
Title: Re: [ GENESIS Reborn 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Meph on October 15, 2013, 11:57:57 am
Yeah, it looks really awesome. Maybe you'd like to have a look at my candelabra, brazier, fireplace, torchbearer an gem of light. I added these 5 workshops for light, and made a Chandlers Workshop that produces torches and candles for them. If you like anything you see, its up for the taking. ;)

Warmist is also working on a version with items, which would allow to spawn unstockpile-able rotting plants in the workshops. It would look like this ingame:
Build fireplace
Run reaction "Light a fire", using 1 log.
Product is 1 "fire", a rotting plant, which gives a lot of light.
2 ingame weeks later its a "withered fire"
3 ingame weeks later it is gone. The area is dark again.

:)
Title: Re: [ GENESIS Reborn 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Blackdot on October 15, 2013, 06:30:06 pm
Deon, thank for update. I like this mod, because that grim atmosphere. Tristam music fits great :)

I found issue in GUI, cant change FPS.
Title: Re: [ GENESIS Reborn 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Nat on October 16, 2013, 02:34:05 am
About the not zooming in/out thing. I had problems with crashing my game with rendermax because I habitually play with my mouse scroll wheel when thinking. But I fixed this problem for myself by disabling the zoom keys. For anyone else wondering, to disable the zoom keybinds you need to change interface.txt in \Dwarf Fortress\data\init

Code: [Select]
[BIND:ZOOM_IN:REPEAT_SLOW]
[BUTTON:0:5]
[BIND:ZOOM_OUT:REPEAT_SLOW]
[BUTTON:0:4]
[BIND:ZOOM_TOGGLE:REPEAT_NOT]
[SYM:2:F10]
[BIND:ZOOM_RESET:REPEAT_NOT]
[SYM:0:F10]
to something like
Code: [Select]
[BIND:ZOOM_IN:REPEAT_SLOW]
//[BUTTON:0:5]
[BIND:ZOOM_OUT:REPEAT_SLOW]
//[BUTTON:0:4]
[BIND:ZOOM_TOGGLE:REPEAT_NOT]
//[SYM:2:F10]
[BIND:ZOOM_RESET:REPEAT_NOT]
//[SYM:0:F10]

So I was wondering, is it possible to add a button to the launcher that will make this change? Or am I the only one careless enough to need to disable the zoom keys when using rendermax.
Title: Re: [ GENESIS Reborn 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Deon on October 16, 2013, 02:56:06 am
I will make sure there's no scroll with the lighting enabled.
Title: Re: [ GENESIS Reborn 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Nat on October 16, 2013, 04:15:08 am
I will make sure there's no scroll with the lighting enabled.

Fantastic, can't wait! I've been having so much fun in adventure mode, converting night creature caves into tombs. It'll be nice to hopefully be able to light them up with rendermax. Or even have some kind of throwable flare or spell to light up places in adventure mode at some point...
Title: Re: [ GENESIS Reborn 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Deon on October 16, 2013, 04:16:39 am
I also plan to look into Rumrusher's mount riding script. If it works, we will have magical mounts pretty soon. If I figure out how the spawn creature script works too, summoned mounts are going to be a thing.
Title: Re: [ GENESIS Reborn 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Nat on October 16, 2013, 06:58:41 am
Oh... I wonder if I'll also be able to use adv-bodyswap and turn my magical mount into a vampire. Then I'll craft my mount some armour in the adventurer's workshop. I'll have a magically summoned armoured vampire battle-mount of doom. Now you will know why you fear the night!
Title: Re: [ GENESIS Reborn 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Nat on October 16, 2013, 07:22:23 am
Oh, and while I'm spamming up the board. I think there's possibly a problem with the Storm and Pyromancy Towers, but I don't know enough about how they work to be sure and I've only got one world to base this off...

But basically I think the deal is you need a god with Fire or Lightning spheres to make a slab for these, right? What happened in my world, however, was storm and fire dragons ended up pretending to be all the storm and fire gods, so nobody ended up worshipping the actual gods and no slabs for fire/storm secrets were made. I'm going to go gen a few more worlds just to make sure that wasn't some kind of crazy coincidence though ;)

Yeah, looks like it might have just been a funny coincidence, first world I generated in 5.36 has a storm slab. Sure was funny to see dragons that didn't do much except write books about how awesome dragons are for 300 years though.
Title: Re: [ GENESIS Reborn 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Deon on October 16, 2013, 08:46:21 am
-
Title: Re: [ GENESIS Reborn 5.36 ] || Dark Fantasy + Steampunk || AN UPDATE, finally.
Post by: Deon on October 16, 2013, 08:48:31 am
5.37
- Added light rendering system (Rendermax by Warmist), Ctrl-L and Alt-L to turn it on/off.
- Updated manual with gem grinder/infirmary/alchemy/calcinator.
- Added new tabs to ModLoader with hotkeys and zoom toggling.
- Changed some ironhand tiles to make them look better (stone walls, one plant tile).
- Fixed a few small errors.


(http://img.ie/0o9zz.png)


I've sneakily added the riding feature into the game, although it's a bit weird.
Currently you cannot ride anything unless you add MOUNTABLE creature class to it, then you should look at its stats (L->enter) and press Alt-M, after that you can order it around with Ctrl-M and unmount with Alt-M. So if you know how to edit raws a bit, you can make yourself a mount.

Oh, and while I'm spamming up the board. I think there's possibly a problem with the Storm and Pyromancy Towers, but I don't know enough about how they work to be sure and I've only got one world to base this off...

But basically I think the deal is you need a god with Fire or Lightning spheres to make a slab for these, right? What happened in my world, however, was storm and fire dragons ended up pretending to be all the storm and fire gods, so nobody ended up worshipping the actual gods and no slabs for fire/storm secrets were made. I'm going to go gen a few more worlds just to make sure that wasn't some kind of crazy coincidence though ;)

Yeah, looks like it might have just been a funny coincidence, first world I generated in 5.36 has a storm slab. Sure was funny to see dragons that didn't do much except write books about how awesome dragons are for 300 years though.
Dragons write books about secrets, so just find which one grants it, and voila.
Title: Re: [ GENESIS Reborn 5.37 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: Nat on October 16, 2013, 07:35:17 pm
Fantastic, I'm going to try scarabs as mounts, because necromages can summon those already. Just have to find some scarabs to make sure it works, everybody I've found so far seems to have mainly jade cannons and batwings...
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: Deon on October 16, 2013, 11:26:21 pm
5.38
- Added Ctrl-H to view all current active DFHack hotkeys.
- Updated manual with new hotkeys.
- Updated manual section about religious reactions.
- Updated all falconne's plugins to the most recent versions.
- Added autochop plugin (Ctrl-C), allows to keep required (mix/max) amount of logs and auto designates trees for cutting in burrows.
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: Deon on October 18, 2013, 12:40:49 am
Okay, since we figured out the problems with Putnam's itemsyndrome through Steam chat, I am adding it in.

I will start with basic stuff:

Warding helmet/armor/greaves.
Warding helmet - no stun, no dizziness; warding armor - 1/3 damage received; warding greaves - no nausea, paralyze immunity.

Shadow veil
Grants ability to hide in plain sight.

Hermes cap
Increases speed by 50%.

Nightwatch scarf
Gives extravision.

Belt of strength
Increases strength by 50%, no exert.

Ribbon of health
Increases recuperation by 50%, no fevers.

Wand of flames
Gives ability to cast 5 fireballs at once.



Before I release the new version, I accept your suggestions for magical items/weapons/armor you want to see.
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: sackhead on October 18, 2013, 06:54:38 pm
something that shoots weba staff or ring maybe.
maybe a paralyzing Aegis style shield.
some saught of Necromancers/lich crown that turns who ever wheres it undead and gives them lich powers 
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: Nat on October 18, 2013, 07:02:49 pm
I'd really like some way to detect ambushes without chaining scarabs around the place. Is it possible to make something that gives a huge boost to observer? Would that even do anything? Or is that what the nightwatch scarf does.

Also I think something for pain would be nice, it seems to be a common spell my dwarfs have to deal with.

The other idea I have is something that will remove infections, if that's possible. I usually try to clockwork/remade infected dwarfs, but it might be nice to have other options.
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: Tirion on October 18, 2013, 11:26:07 pm
I'd really like some way to detect ambushes without chaining scarabs around the place. Is it possible to make something that gives a huge boost to observer? Would that even do anything? Or is that what the nightwatch scarf does.

Also I think something for pain would be nice, it seems to be a common spell my dwarfs have to deal with.

The other idea I have is something that will remove infections, if that's possible. I usually try to clockwork/remade infected dwarfs, but it might be nice to have other options.

Doesn't a simple guildhouse transformation heal them just as well?
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: T-Rex on October 19, 2013, 11:59:54 am
So I'm very much loving Genesis Reborn, kudos. Also thanks to Revocane's videos on youtube for getting me itching to get back into the game again. I do have one big question though in regards to centurions and utility spiders.

I embarked with two utility spiders and traded for a Centurion at a later time. All are, of course, inactive and I finally got my industry up to making some soul gems. I build the automoton factory and tried to use the command to active the centurion. I watched a dwarf take a soul gem to the building, initiate the job to activate it...there appeared to be a small explosion of some sort and then...nothing. The soul gem was used up and the centurion remained inactive. I tried the same with the utility spiders and got the same result. Is something broken or is there some step I'm missing? :(
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: BlackFlyme on October 19, 2013, 12:49:26 pm
So I'm very much loving Genesis Reborn, kudos. Also thanks to Revocane's videos on youtube for getting me itching to get back into the game again. I do have one big question though in regards to centurions and utility spiders.

I embarked with two utility spiders and traded for a Centurion at a later time. All are, of course, inactive and I finally got my industry up to making some soul gems. I build the automoton factory and tried to use the command to active the centurion. I watched a dwarf take a soul gem to the building, initiate the job to activate it...there appeared to be a small explosion of some sort and then...nothing. The soul gem was used up and the centurion remained inactive. I tried the same with the utility spiders and got the same result. Is something broken or is there some step I'm missing? :(

Were the inactives pastured on the building?

The explosion was a gas that is supposed to activate them upon contact.
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: T-Rex on October 19, 2013, 01:02:38 pm
They were pastured -next- to the building, but not actually on it. Do they have to be? If so that would probably be it. Didn't see that anywhere in the manual. :(

So I'm very much loving Genesis Reborn, kudos. Also thanks to Revocane's videos on youtube for getting me itching to get back into the game again. I do have one big question though in regards to centurions and utility spiders.

I embarked with two utility spiders and traded for a Centurion at a later time. All are, of course, inactive and I finally got my industry up to making some soul gems. I build the automoton factory and tried to use the command to active the centurion. I watched a dwarf take a soul gem to the building, initiate the job to activate it...there appeared to be a small explosion of some sort and then...nothing. The soul gem was used up and the centurion remained inactive. I tried the same with the utility spiders and got the same result. Is something broken or is there some step I'm missing? :(

Were the inactives pastured on the building?

The explosion was a gas that is supposed to activate them upon contact.
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: Deon on October 19, 2013, 01:35:55 pm
They should be inside of the building, and only one at a time.
P.S. Next version of manual will state it, thanks for the heasd up.
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: T-Rex on October 19, 2013, 04:19:18 pm
They should be inside of the building, and only one at a time.
P.S. Next version of manual will state it, thanks for the heasd up.

Still not working, unfortunately. I made a pen/pasture right on the automoton manufactury, put the bronze centurion in it so it was inside the building. Then gave the job order to activate it. Same deal. The dwarf grabs the soul gem, does the job, there's the poof/explosion and...nothing. The centurion is still inactive (and it uses up the soul gem too).

**Aaand JUST as I wrote this it actually worked on the second try. Odd, very odd.
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: Deon on October 19, 2013, 07:16:41 pm
Yep, it's not 100%. The script works this way, and it's fine by me (you rarely need more than 3 soulgems to activate a powerful killing machine).

I'm glad you solved it :).
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: Trapezohedron on October 20, 2013, 02:46:18 am
Before I release the new version, I accept your suggestions for magical items/weapons/armor you want to see.

Is this thing still open?

If so, then:

Wand of Paranoia
Grants an interaction that allows one person to turn someone insane. Will cause loyalty cascades.

Sphere of Geomancy
Allows one to turn corpses into utility spiders or other constructs (turrets?). Long cooldown.

Rally Equipment
Allows one to buff his comrades with various status effects. Stronger equipment grant more effects with longer effect durations.

Amulet of Flesh-Made-Whole
Transforms the user into a fleshy cocoon, which restores their missing limbs.
*I am not sure whether you have another way of restoring health in this mod; haven't played for the longest time.

Gorgon Eye
Petrifies a target. (paralysis or via transformation into an immobile stone statue that yields a statue when killed. DF statues are usually animal statues despite the statues themselves being humanoid >.>)

Celestial Equipment
Grants special interactions, in which only the undead or creatures marked [EVIL] are affected. Evil creatures are also weak to this material.

And that is all that I can think of right now. I think I'mma get back to trying this mod out again.
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: Tirion on October 20, 2013, 03:47:14 am
Superman cloak- [FLIER]
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: Putnam on October 20, 2013, 04:56:48 am
Anything syndromes can't do itemsyndrome can't do, so no FLIER.
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: Deon on October 20, 2013, 09:34:31 am
Before I release the new version, I accept your suggestions for magical items/weapons/armor you want to see.

Is this thing still open?

If so, then:

Wand of Paranoia
Grants an interaction that allows one person to turn someone insane. Will cause loyalty cascades.

Sphere of Geomancy
Allows one to turn corpses into utility spiders or other constructs (turrets?). Long cooldown.

Rally Equipment
Allows one to buff his comrades with various status effects. Stronger equipment grant more effects with longer effect durations.

Amulet of Flesh-Made-Whole
Transforms the user into a fleshy cocoon, which restores their missing limbs.
*I am not sure whether you have another way of restoring health in this mod; haven't played for the longest time.

Gorgon Eye
Petrifies a target. (paralysis or via transformation into an immobile stone statue that yields a statue when killed. DF statues are usually animal statues despite the statues themselves being humanoid >.>)

Celestial Equipment
Grants special interactions, in which only the undead or creatures marked [EVIL] are affected. Evil creatures are also weak to this material.

And that is all that I can think of right now. I think I'mma get back to trying this mod out again.
I'll definitely utilize the Gorgon Eye and Champion's banner (rally equipment). I am not sure how Wand of paranoia would be useful, can you explain it? :)
I'd think that turning corpses into something that dies and leaves gems behind would be more useful. Currently gems are a rare asset which you either buy or randomly dig out.
Being able to turn siegers into jewelry would be really useful for production and economy.

Celestial equipment is a bit weird. I mean, it's not the sky but hell/abyss which opposes void and magic creatures the best.

Currently you can fully heal a limbless dwarf by changing his caste in chapterhouse. I plan to rework it a bit; make it a "rebirth ritual" in a new Altar of Ancestors, along with a few craftable objects with new itemsyndrome.
Title: Re: [ GENESIS Reborn 5.38 ] || Dark Fantasy + Steampunk || Real-time lighting!
Post by: Trapezohedron on October 20, 2013, 10:20:33 am
Paranoia could turn, let's say a bandit, against his own team in the heat of battle or make a small infighting scene when you're hidden, but personally I think it's too OP. Side effects (by virtue of interaction tokens) include turning someone hostile against you when you're nearby.

You could rename Celestial Equipment, but thinking about it, you would have to make two material types for this: one for armor and one for weaponry with special combat interactions. It would be good, but the point was to make voidwalker slaying a little less risky, and the plan was to make it global, kind of like how moonsilver is distributed, so scratch that.

Sphere of Geomancy could be altered to turn corpses into gems, so we can have some kind of utility interaction.
Title: Re: [ GENESIS Reborn5.39 ] || Dark Fantasy + Steampunk || Magical items!
Post by: Deon on October 23, 2013, 05:15:47 am
5.39
- New worldgen maps (Numenor, Middle-Earth, Tamriel).
- Gemgrinding chances to get mana crystals has been increased.
- Skull throne now has a chance to grant any type of gem during bone sacrificial ritual.
- Changed religious buildings so they follow the same scheme as mana crystals. Each temple uses appropriate mana crystals.

- Aether temple
-- Cultist rite, turns into cultists.
-- Make nightwatch scarf, a scarf with extravision (ignores darkness/blindness).
-- Make shadow veil, a veil which allows to hide in plain sight.
-- Conjure shadowscale, turns leather/hide into dragonscale-tier leather.

- Air temple
-- Clear skies, clears weather.
-- Rain dance, calls rain.
-- Winter call, calls snow storm.
-- Make hermes hood, a hood which makes wearer very fast.

- Earth temple
-- Make warding armor, which reduces damage to 1/3.
-- Make warding greaves, which make immune to nausea and paralysis.
-- Make warding helmet, which makes immune to stun and dizziness.
-- Make barkskin belt, which increases endurance, toughness and reduces damage to 3/4.

- Fire temple
-- Summon Hellhoun
-- Summon Bebilith
-- Summon Pit Fiend
-- Make Titan belt, which increases strength to 150% and grants no exertion.
-- Forge Wand of flames, which allows to shoot fireballs.

- Water temple
-- Druidic rite, turns into druid.
-- Farming rite, which grants random plants.
-- Grow forest, which turns all saplings on map into grown trees.
-- Make triton fascia, which grants ability to require no breathing (no drowning/suffocation).
Title: Re: [ GENESIS Reborn5.39 ] || Dark Fantasy + Steampunk || Magical items!
Post by: Arbinire on October 23, 2013, 10:18:16 am
Not sure if this is a genesis bug or a vanilla one, but my dwarves with cleaning enabled keep running outside to clean ground tiles that have been burnt by beholders.  Currently playing 5.38
Title: Re: [ GENESIS Reborn5.39 ] || Dark Fantasy + Steampunk || Magical items!
Post by: Deon on October 23, 2013, 12:22:36 pm
Thanks for the report, I've been away from modding for a bit so discussion kinda halted, and stuff like this is important to make the mod better.

Do you mean beholder gas which spills when the creature is pierced?
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on October 23, 2013, 01:09:08 pm
GRAB A PATCH!

5.40
- GRANDFIX: Ironhand version did not have some magical items, my bad with merging. It's fixed.
- Creatures are "reborn" as a different caste in Aether temple now instead of Chapterhouse (for 1 aether crystal and 1 soulgem).
- New item: Ancestral gown. Crafted in Aether temple, it makes the wearer sterile but shields him from most of curses and spells. So long, Void dwellers.

Hell yeah, no more annoying spells killing your uber champions if you dress them in Ancestral gowns. No kids from them either (probably good for female warriors, so they don't carry babies into a fight).

As a side note, such wearer cannot become a vampire or a werebeast, and he's unaffected by deadly clouds and other mad weather.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: CptCrunchy on October 23, 2013, 02:00:24 pm
I couldn't find a place where this was answered earlier, what exactly is the point of transforming a dorf into a cultist or druid?
Title: Re: [ GENESIS Reborn5.39 ] || Dark Fantasy + Steampunk || Magical items!
Post by: Arbinire on October 23, 2013, 02:33:50 pm
Thanks for the report, I've been away from modding for a bit so discussion kinda halted, and stuff like this is important to make the mod better.

Do you mean beholder gas which spills when the creature is pierced?

I'm not entirely sure to be honest, I just know that there've been a few beholders spawning since it's a joyous wilds embark which pop up with enraging notifications but no combat logs showing them being attacked.  I do have some jade cannons but the range cannot be that great.  Here's a link to my save:

http://dffd.wimbli.com/file.php?id=8064
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on October 23, 2013, 02:39:52 pm
Quote
I couldn't find a place where this was answered earlier, what exactly is the point of transforming a dorf into a cultist or druid?


Yeah, not everything is in a manual :). Many small things you have to discover yourself (or I did not write about them yet).

Cultists are not alive, it means undead will not harm them (and they may ignore undead unless you give direct kill order). They also feel no pain and never tire, they don't sleep and have no fevers/dizziness. They are a bit tougher and more disease resistant. They can also caste enfeeble curse (weakens) and harm spell (causes pain) on enemies.

Druids have increased disease resistance and willpower. They can also cast harm spell on enemy. Druids will cast empower and healing hands on other dwarves (buffs them and increases recuperation). Druids can charm hostile animals (animal becomes sleepy and stunned) and they can transform into beast form when they are very hurt and fleeing, which turns them into a big werewolf and heals their wounds once they turn back.

Thanks for the report, I've been away from modding for a bit so discussion kinda halted, and stuff like this is important to make the mod better.

Do you mean beholder gas which spills when the creature is pierced?

I'm not entirely sure to be honest, I just know that there've been a few beholders spawning since it's a joyous wilds embark which pop up with enraging notifications but no combat logs showing them being attacked.  I do have some jade cannons but the range cannot be that great.  Here's a link to my save:

http://dffd.wimbli.com/file.php?id=8064
Thank you, I will check it tomorrow morning. Does ordering dwarves not to touch refuse/clean outside help (in the 'o'rders menu)?
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Arbinire on October 23, 2013, 03:04:03 pm
Thank you, I will check it tomorrow morning. Does ordering dwarves not to touch refuse/clean outside help (in the 'o'rders menu)?

No it doesn't :/ just went through and tested from the orders menu to ignore outside refuse with all possible options both on and off and dwarves still want to clean up the ash.  Turning off the cleaning labor itself seems to work but don't want to disable my inside cleaning though.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Tirion on October 23, 2013, 04:30:53 pm
"-- Make warding helmet, which makes immune to stun and dizziness."
Won't [NOSTUN] cause dwarves to go to sleep and never wake up?
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on October 23, 2013, 10:57:56 pm
I thought that bug was fixed. Can you confirm it's not?
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Putnam on October 23, 2013, 10:58:24 pm
It's not.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Meph on October 24, 2013, 05:32:15 pm
I thought that bug was fixed. Can you confirm it's not?
Same here, it still is a problem. Adding no sleep circumvents it, but thats a whole other effect then.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: KingofstarrySkies on October 24, 2013, 06:12:56 pm
Question!

Explain all of the pros and cons of remades and clockworks.

Oh, and a random suggestion: Steampunk power armor. MOSTLY because I imagine a massive Steam Punk mech controlled by a tiny little gnome.

EDIT: Also, can you post a full image map of Tamriel? Mostly cause I'm a nerd and want to see EXCATLY. HOW. IT. LOOKS.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on October 25, 2013, 09:00:00 am
Remaking is a like a punishment, or necessary action when a person loses a limb or something.
It's the same dwarves, just with metal parts. It gives a small benefit in melee combat too.
Also remaking removes vampiric abilities, so you can "fix" a vampire this way instead of executing it.

Steampunk exosuit sounds fancy, I will work on it.

P.S. Tamriel worldgen.
(http://i.imgur.com/K71ofO8.png)
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: burchalka on October 28, 2013, 01:10:04 pm
I'm having great fun playing Genesis 5.40 after couple of months break. The fortress isn't 2 years old yet, but already wiped to population of 1 twice. First time if was wandering Corruptor who obliterated 2 of my initial axedwarves and got 4 other members of the fort, and at last moment migration wave appeared which was immediately drafted ancient derived the Corruptor away. The second time 3 void spawns started melting my animals pastures outside - when the fortress tried to stand against them the result is predictable...

Let's see if we can survive in 2 layers of sand and clay between surface and not yet pierced aquifer...
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on October 28, 2013, 02:29:28 pm
Settling in evil biomes requires some real preparation and/or Vault-style fortress design, with an airlock and shit. It's supposed to be the hardest area on map, for those who want to experience void-apocalypse and a real challenge.

Also I plan to add a new feature called Archaeology. You will be able to dig up ancestor's artifacts and ancient automatons. You can activate them for 1 year, and then they deactivate (die, leaving inactive version object). They will be strong but require a lot of stuff to activate. Think of emergency defenses.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: burchalka on October 28, 2013, 03:28:40 pm
10 minutes after I posted, the fortress fell. Calmed by the fact than no more creatures were reported I opened the bridge and was greeted by Goblin Marksman.... "Your force had been broken"
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: KingofstarrySkies on October 28, 2013, 03:59:06 pm
What and where is the best starting loadout/place to start?

Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on October 28, 2013, 04:09:57 pm
Evil/savage biome.

Of course if by the best you mean The Most Fun.

Otherwise define the best :).
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: KingofstarrySkies on October 28, 2013, 04:12:10 pm
As in, good for a player who is unfamiliar with the fortress mode of the mod.

Also, NEVER.

I tried a evil biome in VANILLA.

Oh god, the blood rain. SO. MUCH. BLOOD.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on October 28, 2013, 05:50:36 pm
Here evil biomes are different. They are places where Void crept into the world, so there are corrupted plants, dead grass, soil cairns and other shit. Also terrible outworld-ish monsters.

I suggest any location which is not savage or evil then. Or good for that matter, good areas are tainted with ancient magic, so there are various aberrations.

You may want to be careful with mountains, there are some flying nasties like gargoyles.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Nat on October 28, 2013, 08:25:08 pm
I embarked on mountains once for a volcano, and there was a family of minotaurs. That didn't last long.

Flat neutral forest/swamp with a stream is still possibly the easiest embark, if you want a decent chance of surviving long enough to try out all the cool features :)

Oh, and while I remember, is the bug that causes babies born in fortress to never grow still around? I know there's a dfhack script to fix it because I've seen it in masterwork, but is it still an issue in genesis?
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on October 29, 2013, 12:52:49 pm
Dwarves are born at a full size to remedy this bug. It's the easiest way to fix it.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: CptCrunchy on October 29, 2013, 03:28:05 pm
Poor dorf mothers..

My forts always seem to have at least one magnotaur attack in the first year or so, but they always die pretty easily from poorly trained militia with iron weapons at best.  Are they supposed to be easy legendary monsters, or do they need a buff?  I was freaking out the first time one wandered into my fort, but none of the five I've seen have ever killed anything at all.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on October 29, 2013, 04:20:09 pm
It's like vanilla minotaur, just a bit bigger. Small semimegabests, nothing important.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: wugawuga on October 29, 2013, 06:07:39 pm
Last time I played was the 5.35 version of reborn, but truetype font is not turning on. I've tried editing the init. and the hotkeys which both have not worked, and truetype does work with my vanilla DF.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Putnam on October 29, 2013, 06:10:25 pm
Deon probably has it on STANDARD print mode, which is incompatible with TrueType. Switch it to 2D to allow TrueType, though it'll break Rendermax. Baughn has said that it's not impossible to include truetype support for STANDARD print mode, though, so that could be arranged at some point or another.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: wugawuga on October 29, 2013, 06:18:47 pm
Deon probably has it on STANDARD print mode, which is incompatible with TrueType. Switch it to 2D to allow TrueType, though it'll break Rendermax. Baughn has said that it's not impossible to include truetype support for STANDARD print mode, though, so that could be arranged at some point or another.

It was on STANDARD mode in the init. Switched it and it works fine now, thanks alot.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on October 29, 2013, 07:08:38 pm
Yeah, it was set to standard to allow lighting engine. If you don't care about that, just change print mode. I should probably add it to launcher.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Rumrusher on October 30, 2013, 07:42:25 am
So I'm currently testing out starting a fort with any of the random Civs(script) on your mod and rolled up a Fallen fort. So far the fallen only necessity are fresh clothes to keep their undead minds at bay or they would go insane from unhappiness from nudity.
Need to write a script to add a noble profession that unlocks military screen later but the fort's Band Leader/Leader Band is a fallen miner who decided that her base needs to be under a human bridge. so far I started with no silk and the plants aren't giving me any thread. I hope there's a good leather clothes option I can give to my immortal men. I haven't tested what would happen if they murdered any of the wildlife but a buzzard been harassing them lately.


Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Putnam on October 30, 2013, 03:13:16 pm
if you're wondering I think he's talking about this (https://gist.github.com/Rumrusher/7153674)
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Kiberkiller on October 30, 2013, 04:43:28 pm
I was looking for a good Adventure mode mod and I got recommended Genesis.
I have to say that it looks very good but I'm wondering if it's possible to somehow merge Genesis with  things that Accelerated DF (http://www.bay12forums.com/smf/index.php?topic=117954.0) does? It makes Adventure Mode much less cluttered and much more fun to play.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on October 30, 2013, 11:09:53 pm
It's not possible to merge unless you re-do the whole mod. However you can leave suggestions and I will look into them! What do you want from Accelerated DF to be added?
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Kiberkiller on October 30, 2013, 11:35:11 pm
It's not possible to merge unless you re-do the whole mod. However you can leave suggestions and I will look into them! What do you want from Accelerated DF to be added?

I see, well here's some stuff I like about Accelerated DF in order of importance:

* Simplified bodies. Creatures only have basic bodyparts that matter in a fight, no toes or fingers or anything like that.
It makes the "What bodypart to attack?" list much much shorter.

* Standartized animal materials. Skinning animals for example produces "leather" rather than "[animalname] lether". Same with bones and meat.
Less clutter in inventory and shops.

* Less clothing types. No clothing types that don't do anything different gameplay-wise. Socks for example, are pretty much useless.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on October 30, 2013, 11:56:15 pm
1) Simplified bodies is something I would not go for, mostly because I like details about fingers being cut off. However it's possible to make it an option you can toggle in the launcher, so I will do it. Thanks for the suggestion.

2) Simplified leather is already in. Simplified meat is not that important because you don't make anything out of it (and you cannot stack it yet anyway, so it does not matter if you have wolf meat [5], jaguar meat [3] or meat[5], meat[3]). The reason why leather names are important is that items made out of animal leather tend to have rather longer names, so using standirtized leather makes "spotted wobbegong leather hood" into "leather hood".

Also note that Genesis has DIFFERENT types of standirtized leathers. Suede, leather, hide, scale, tanned chitin, dragonscale. They all have different material values and price, but they are generalized, so you won't have "abcdefghijklmnopqrstyvwzyz suede trousers".

3) Clothing is much more different in Genesis than in vanilla. Different armors/clothing types have different coverage values, so it means that you can hit past even a platemail (in some slit I suppose) if you are using a dagger if your skill is very high/you are lucky.
Also clothing does a lot. Socks for example soften blows, can save from nasty cuts and really well shield from temperature. You will get frostbite if you travel in cold areas without socks, and sometimes they can protect you even against magma if you walk on some spilled magma shortly.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Kiberkiller on October 31, 2013, 12:12:14 am
1) Simplified bodies is something I would not go for, mostly because I like details about fingers being cut off. However it's possible to make it an option you can toggle in the launcher, so I will do it. Thanks for the suggestion.

I understand that it's mostly a matter of taste but having an option would be amazing.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Kiberkiller on October 31, 2013, 12:25:29 am
Yeah, it was set to standard to allow lighting engine. If you don't care about that, just change print mode. I should probably add it to launcher.

I suppose that there's no way to have Rendermax and TrueType on at the same time?
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on October 31, 2013, 12:27:58 am
Currently it's impossible.
Title: Re: [ GENESIS Reborn5.39 ] || Dark Fantasy + Steampunk || Magical items!
Post by: Arbinire on November 02, 2013, 03:09:54 pm
Thanks for the report, I've been away from modding for a bit so discussion kinda halted, and stuff like this is important to make the mod better.

Do you mean beholder gas which spills when the creature is pierced?

Ok new embark with beholders and it's definately them.  Latest game version, and only people outside were my miners digging channels before the beholders enraged and attacked.  There's no combat report beyond them enraging so I don't believe my miners were fighting back, and afterwards my idlers def ran out to clean up the ashes left.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Icefire2314 on November 02, 2013, 07:18:06 pm
I recently got a migrant wave, and one of the dwarves has stormbringer next to their name. I assumed it was a curse, and checked DFHack (cursecheck verbose) but he hasn't changed (DFHack says he should be a werebeast). Anyone know what a stormbringer is?
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on November 03, 2013, 02:59:45 am
I have no idea why would Beholders do that and Cave Floaters in DF not (they have the similar type of gas). I will try to figure it out.

Strormbringers are a type of wizards. That dude who immigrated has learned a secret of lightning in worldgen, Icefire.
He could be a werebeast at the same time.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Icefire2314 on November 03, 2013, 12:01:12 pm
I have no idea why would Beholders do that and Cave Floaters in DF not (they have the similar type of gas). I will try to figure it out.

Strormbringers are a type of wizards. That dude who immigrated has learned a secret of lightning in worldgen, Icefire.
He could be a werebeast at the same time.

Ah, ok. Thanks :)

Dunno why DFHack is reporting that though; he's been in my fort for a year now and not changed once.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Valience on November 04, 2013, 06:40:07 pm
Please forgive me if this has been asked/answered in the thread and I managed to miss it, but could you add some details about your custom metals to the manual? Such as their value and strengths compared to the other metals. For instance, without looking into the raws, I have no idea what makes voidsteel and bloodsteel different from normal steel. Moonsilver is the weakness of void-people, which can be found in the description of Void Dwellers, but are it's stats vastly different from vanilla silver otherwise? And lastly, I believe that I read that mithril is supposed to be something like a step between the best steel and adamantine, but just how much of a difference is it compared to them as a military metal?

I'm pretty bad at reading the raws, which is the reason I ask if it could be added to the manual :D
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: CptCrunchy on November 04, 2013, 11:26:35 pm
I think Voidsteel and Moonsilver are good against void-dwellers, moonsilver being denser and therefore better suited for blunt weapons.  Titanite is a step up from steel, bloodsteel is like steel but sharper.  I think Mithril is between steel and adamantine, with a comparable weight to adamantine. 
I'm not sure how accurate this is, this is just from my experience / vague memories from when I asked this a long time ago.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on November 05, 2013, 01:39:53 am
The problem with metals is that they have a lot of different stats, so sharpness/density/shear and yield values are all different for different things. But CptCrunchy pretty much nailed it. I will add it in the next manual version, thanks for the suggestion!

Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Kiberkiller on November 05, 2013, 02:09:57 am
Deon, have you thought about spicing up adventure mode by giving "adventure classes" special abilities?
I'm pretty sure that it's possible to implement things like "dodge" and all kinds of special attacks with the new interaction system.

Things like that would certainly made the combat less dull and make the mod stand out more. I haven't seen any mod do that yet.

EDIT:
Also have you thought about packaging SoundSense with your mod? Personally, I don't play without it anymore.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on November 05, 2013, 03:04:56 am
As a separate download, sure. Otherwise imagine reuploading those X megabytes every time I update :).
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Repseki on November 05, 2013, 05:53:32 pm
Do the special armors (ancestral gown, etc) work in Adventure Mode?
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: CptCrunchy on November 05, 2013, 06:43:58 pm
I'm having issues with the temple items.  Civilians always equip the belts, even when I have my military set to use them.

Also, I can't make the warding armor set.  I have metal bars stockpiled right next to it, as well as Earth gems, and even ordering the job through the manager doesn't work.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on November 05, 2013, 08:33:33 pm
Are you sure there are 6 bars of the same armor-grade metal avaliable? I will check it.

Also yeah, adventurers can take items from forts and use them.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Valience on November 05, 2013, 11:07:04 pm
Thanks Cap'n and Deon, I wasn't aware of the voidsteel weakness. I just remember that on the old wiki for one of the Genesis versions there was a rough guide comparing the metals for sharp weapons and blunt weapons and was hoping to see it make a reappearance in the manual :D

Another question that I probably missed somewhere, but does the material and/or quality of the precursor pieces (like the crossbow) have much of an effect on the final quality of an axebow or rivebow? Such as, would I get a better weapon using a masterwork wooden crossbow as the base compared to a no quality steel crossbow? Logic would say "use the best mats all the time", but I know that DF has a silly habit of not following logic when it comes to items that are built out of other items (like traction benches).
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: BlackFlyme on November 05, 2013, 11:24:03 pm
Thanks Cap'n and Deon, I wasn't aware of the voidsteel weakness. I just remember that on the old wiki for one of the Genesis versions there was a rough guide comparing the metals for sharp weapons and blunt weapons and was hoping to see it make a reappearance in the manual :D

Another question that I probably missed somewhere, but does the material and/or quality of the precursor pieces (like the crossbow) have much of an effect on the final quality of an axebow or rivebow? Such as, would I get a better weapon using a masterwork wooden crossbow as the base compared to a no quality steel crossbow? Logic would say "use the best mats all the time", but I know that DF has a silly habit of not following logic when it comes to items that are built out of other items (like traction benches).

The quality of a precursor item has no effect on the new item. The new item will have its own quality, which may be worse than the precursor item. The only exceptions I know of for this would be for cloth being turned into clothing and for gems that are encrusted onto objects. Even then, the only thing it affects is the description.

Materials will matter for the power of the new weapon's melee attacks. Ranged attacks only use the quality of the weapon to determine efficiency, so a steel bow doesn't shoot any better than a wooden one of the same quality.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Valience on November 06, 2013, 12:25:50 am
Thanks for the clarification. I knew it didn't affect most things in the game, but I wanted to be sure before I went and did something terribad.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: CptCrunchy on November 06, 2013, 02:48:39 am
Are you sure there are 6 bars of the same armor-grade metal avaliable? I will check it.

I have a stockpile of about 20 titanite bars right next to it, and various other metals around (double checked and made sure that I have at least 10 iron bars, in case titanite was the issue).  I honestly don't know whats causing the issue, I can make Barkskin belts with no problem.  Rebuilt the temple a couple times in different locations, that wasn't it.

Also, is there a way to stop random citizens from equipping Titan belts and Barkskin belts before my military can use them?
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on November 06, 2013, 07:05:33 am
Yeah, that's a problem with belts. It requires a bit of micromanagement, however if you placed a workshop behind a locked doors with all materials, you could move your squad in and lock the door, and tell your military to equip the belts.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Valience on November 06, 2013, 03:27:13 pm
Not to be a fuddy duddy, but I seem to be having problems making shadowscales. The action goes through and uses the crystal and leather, but I seem to be ending up with boring old suede. Is this working as intended?

That aside, would it be possible to add in metal knuckles and or katars? Some weapon that relies on the striking skill, at any rate. I kind of want to make a group of assassin dwarves with katars and shadowveils, heh.

Do you have a public wiki set up somewhere that fans can update? Or is that something you don't have much interest in while you're still revising things so much? Taking a look at the raws for the headgears you added revealed some information that I wasn't expecting, and frankly never would have known if I didn't look through the raws :P

Edit:
Code: [Select]
[ITEM_PANTS:ITEM_PANTS_STUDDED_PANTS]
[PREPLURAL:pairs of]
[NAME:studded pants:studded pants]
[LBSTEP:MAX]
[LAYER:OVER]
[COVERAGE:5000]
[LAYER_SIZE:15]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:4]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

Is that coverage actually the right number o:? To think, I've been sending my dorfs out near defenseless with just normal trousers....
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: CptCrunchy on November 06, 2013, 04:08:44 pm
I second the idea of a Genesis Reborn wiki, I'd definitely help maintain it.  I've been looking through the raws for warding armor and not seeing anything that looks off, so its probably an error on my end.  Will investigate further
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on November 07, 2013, 01:13:26 am
Both shadowscale making and warding armor reactions seem to be fine for me. I will make sure they work for the next release, thank you for heads up.

If there are active people like you who can help me to fill Genesis wiki, I will go ahead and make it :).
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: CptCrunchy on November 07, 2013, 01:15:19 am
I can confirm that shadowscale reactions are also just giving normal suede for me as well.

One question as well, is Vulcanite just top tier for everything? My dorfs recently found an ass-load of adamantine, so I'm wondering if theres anything that adamantine is better at than vulcanite
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on November 07, 2013, 01:35:27 am
Adamantine is lighter, so it's better for armor.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: Deon on November 07, 2013, 02:07:43 am
DERP! It's a problem with shadowscale only in Ironhand version, I forgot to add SHADOWSCALE definition there. This is what happens when you try to mod three separate graphical versions at once :D. I will upload a fix ASAP.

P.S. Same issue with warding armor/greaves/helm. I modded Phoebus and ASCII properly but forgot to add a few lines to Ironhand version.

P.P.S. You can do it yourself if you don't want to wait and know what to do. Copy inorganic_g_metal.txt from ascii/phoebus folder, and add [USE_MATERIAL_TEMPLATE:SHADOWSCALE:SHADOWSCALE_TEMPLATE] to [CREATURE:ANIMAL] in creature_standard.txt. I will upload a fix soon myself.
Title: Re: [ GENESIS Reborn5.40 ] || Dark Fantasy + Steampunk || Hotfix, spell immunity!
Post by: CptCrunchy on November 07, 2013, 02:15:59 am
I knew some day I'd get penalized for using ironhand :P

Thanks for the easy fix
Title: Re: [ Genesis Reborn 5.41 ] || Dark Fantasy + Steampunk || Summoned creatures!
Post by: Deon on November 07, 2013, 03:20:46 am
 .
That aside, would it be possible to add in metal knuckles and or katars? Some weapon that relies on the striking skill, at any rate. I kind of want to make a group of assassin dwarves with katars and shadowveils, heh.
Good idea about katars.

Quote
Edit:
Code: [Select]
[ITEM_PANTS:ITEM_PANTS_STUDDED_PANTS]
[PREPLURAL:pairs of]
[NAME:studded pants:studded pants]
[LBSTEP:MAX]
[LAYER:OVER]
[COVERAGE:5000]
[LAYER_SIZE:15]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:4]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

Is that coverage actually the right number o:? To think, I've been sending my dorfs out near defenseless with just normal trousers....
Yes, increasing coverage above 100 will gradually increase thickness. It's a bit weird how it's calculated, but you will generally find studded armor/pants much heavier than normal leather analogues and actually providing quite a good protection for combat (not as good as metal, but close).
Title: Re: [ Genesis Reborn 5.41 ] || Dark Fantasy + Steampunk || Summoned creatures!
Post by: Deon on November 07, 2013, 03:21:26 am
5.41
- Fixed warding items making for Ironhand.
- Fixed shadowscale making for Ironhand.
- Summoning reactions now work differently. It does not transform the user into a creature, it spawns a separate pet creature instead.
- Summoning reactions now cost more crystals.
-- You can summon imps, magma guardians, hell hounds, bebiliths and pit fiends in fire temple.
-- You can summon giant crabs in water temple.
-- You can summon griffons in air temple.
-- You can summon gargoyles in earth temple.
Title: Re: [ Genesis Reborn 5.41 ] || Dark Fantasy + Steampunk || Summoned creatures!
Post by: Repseki on November 07, 2013, 09:43:41 am
Having some trouble stockpiling Suede leather, is there some trick to it, or did I somehow do something weird without knowing it?

Can't seem to find it in the leather list either, although there is a Suede Cloth in the plant cloth list.
Title: Re: [ Genesis Reborn 5.41 ] || Dark Fantasy + Steampunk || Summoned creatures!
Post by: Deon on November 07, 2013, 12:04:12 pm
That should be it. Isn't it stockpiled in cloth menu?

I may have shot myself with the foot here... There's no animal cloth but silk in valinna, and suede is technically cloth (it's not used for leather armor and such). Can't you put it in cloth stockpiles?
Title: Re: [ Genesis Reborn 5.41 ] || Dark Fantasy + Steampunk || Summoned creatures!
Post by: Repseki on November 07, 2013, 12:24:50 pm
They just seem to ignore it. It's not a huge deal. My cloth and leather stockpiles are the same, so that doesn't seem to be it, unless that confuses them.

I don't know enough about material RAWs to know why it wouldn't be working, but if it isn't a problem for anyone else I probably did something to cause it without even knowing it.
Title: Re: [ Genesis Reborn 5.41 ] || Dark Fantasy + Steampunk || Summoned creatures!
Post by: Deon on November 07, 2013, 12:28:20 pm
It's most likely the same problem that happened to stone arrows before. The game simply refuses to realise there can be a direct animal cloth. I will find a way to fix it, thank you for the report.
Title: Re: [ Genesis Reborn 5.41 ] || Dark Fantasy + Steampunk || Summoned creatures!
Post by: CptCrunchy on November 07, 2013, 04:05:42 pm
I started a new fort after an unfortunately timed ambush that happened as my military were fighting a forgotten beast whose blood made all their body parts rot.  For some reason, it gave me around 8,000 points at embark.   I felt it would be a bit cheap to use them all, is this a bug or a feature?
Title: Re: [ Genesis Reborn 5.41 ] || Dark Fantasy + Steampunk || Summoned creatures!
Post by: Deon on November 07, 2013, 04:35:44 pm
Which world generation option did you use? Some of them have higher points than normal. You can actually adjust them yourself :).
Title: Re: [ Genesis Reborn 5.41 ] || Dark Fantasy + Steampunk || Summoned creatures!
Post by: CptCrunchy on November 07, 2013, 05:04:44 pm
Ah, that would explain it then.  I used Tamriel, didn't notice the point thing
Title: Re: [ Genesis Reborn 5.41 ] || Dark Fantasy + Steampunk || Summoned creatures!
Post by: Valience on November 08, 2013, 03:05:15 am
I hate to be the bearer of bug reports, but I can't seem to build a Skull Throne. As in it doesn't appear on the Build -> Workshop list. Using Ironhand, in case it's specific to there.

Is there anything special I need to do to get it to show up first, in case I missed a step somehow?
Title: Re: [ Genesis Reborn 5.41 ] || Dark Fantasy + Steampunk || Summoned creatures!
Post by: Deon on November 08, 2013, 03:58:33 am
The skull throne is indeed not a permitted building in entity_dwarf.txt. I think I wanted to remake it a bit and did not change anything too big, so it's working if you add [PERMITTED_BUILDING:SKULL_THRONE] to the entity_dwarf.txt.
Title: Re: [ Genesis Reborn 5.42 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 09, 2013, 07:10:21 am
Genesis Reborn 5.42

- added butcher products - venom glands to 2nd and 3rd caverns' dwellers.
- renamed troglodytes to trogs.

- added iron centurion.
- renamed utility spider to clockwork spider.
- renamed jade cannon to clockwork turret.
- clockwork turret and spider are made out of copper.

- automaton making is changed
-- inactive automatons are removed.
-- build iron/bronze/copper frames in automaton manufactory.
-- build bronze/iron centurions from 3 bronze/iron frames and a soulgem.
-- build clockwork spiders from 1 copper frame and a soulgem.
-- build clockwork turret from 1 copper frame and a fire crystal.

- gargoyles are properly summoned from earth temple (not fire temple).
- you can summon clay golems in earth temple (they live for 1-2 years).

- suede is considered to be "leather" type (for stockpiling).

- skull throne is re-enabled.
Title: Re: [ Genesis Reborn 5.42 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Nat on November 09, 2013, 11:50:38 am
I have some notes on all the Genesis metals... I think most of this is from around 5.30 so there's a chance something's changed since I last read through the raws.

Copper, Iron, Steel and Adamantine are the same as in Vanilla, so I compare everything else to these metals.

Cobalt: About as good as copper for weapons and armor generally, meaning I never use it unless it's all I have. Can be very plentiful though, it's great for making BLUE furniture and bolts. Same weight as copper.

Titanite: If you have magma and find veins of the right rocks, titanite is incredibly good and easy to make. Equivalent to steel for armour, at half the weight. Twice as sharp as steel, or half as sharp as adamantine, however you want to look at it. Titanite ores: Anatase, Ilmenite, Meteorite, Rutile, Sphene

Bloodsteel: twice as sharp as steel (a bit sharper than titanite), same weight as steel, between steel and mithril on armour attributes. Is actually a boring grey colour, despite what the name may suggest.

Voidsteel: only slightly sharper than steel, otherwise the same as bloodsteel. I've been told it does extra damage to voidlings but haven't tested those guys in a while and they've been changed. Other notable difference is bloodsteel uses bauxite where voidsteel uses obsidian. This makes voidsteel much easier to make.

Mithril: It's like a poor man's adamantine. Same weight, half as sharp (equal to titanite) 2/5 as good as adamantine for armour (twice as good as steel). Can be made into clothes like adamantine. Rarity depends on how much silver and aluminium you have on your map, although you can import both of these if you need to.

Vulcanite: Similar stats to adamantine, although it's nearly as heavy as silver, and 30% sharper. And it's RED!

Dragonscale/Dragonbone: Dragonscale is for armour, dragonbone is for weapons.  Slightly heavier than adamantine and lighter than titanite. Armour stats slightly worse than bloodsteel vs blunt and equal to steel vs sharp. Dragonbone sharpness is between voidsteel and titanite. The only way I ever have any is from melting stuff traders bring me. Also, there is a leather called dragonscale... this one is a metal bar.

Moonsilver: A weird one. Supposedly the metal to use against werebeasts and the like. The numbers in the raws suggest that it would be either worse than copper or between copper and steel as armour, and it has no value for MAX_EDGE which is what I use to judge sharpness/axe quality. I've never really used moonsilver so don't know much about how well it actually works.
Title: Re: [ Genesis Reborn 5.42 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 09, 2013, 12:29:26 pm
Thanks for the summary, it's quite useful and I will put it first on wiki before I add more info myself!

Moonsilver is 10 times better than anything vs fallen (undead civ) and 100 times vs voidwalkers, so it's a very specific weapon.
Making moonsilver bolts can really decimate those civilizations' raids.

Voidsteel isn't better vs any creatures, so yeah, its niche is to be an easier obtainable variant of super-steel since obsidian can be farmed easily.
Title: Re: [ Genesis Reborn 5.42 ] || Dark Fantasy + Steampunk || Build and summon
Post by: CptCrunchy on November 09, 2013, 01:39:56 pm
Dammit Deon, every time I get settled into a fort, you update the mod in a way that makes it necessary to start a new fort :P

Title: Re: [ Genesis Reborn 5.42 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 09, 2013, 04:04:23 pm
I just fix reported things quickly, is it bad? I can go slack for a week again :D.
Title: Re: [ Genesis Reborn 5.42 ] || Dark Fantasy + Steampunk || Build and summon
Post by: CptCrunchy on November 09, 2013, 05:31:16 pm
Hehe it's awesome man, I love that you're continuing the make this mod even better
Title: Re: [ Genesis Reborn 5.42 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Just Some Guy on November 09, 2013, 05:41:40 pm
Dude, you re-enabled the economy?
How?
Is it better now?
Title: Re: [ Genesis Reborn 5.42 ] || Dark Fantasy + Steampunk || Build and summon
Post by: CptCrunchy on November 09, 2013, 05:58:00 pm
I don't think economy is there, its just still an option in the launcher
Title: Re: [ Genesis Reborn 5.42 ] || Dark Fantasy + Steampunk || Build and summon
Post by: RickRollYou2 on November 10, 2013, 05:28:40 am
You can re-enable the economy in the init files without the launcher, but it just doesn't work.
Title: Re: [ Genesis Reborn 5.42 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Putnam on November 10, 2013, 05:30:12 am
Yeah, the code is inaccessible in some-way-or-another (I forgot the exact reason, though I remember Quietust mentioning it when I got it wrong)
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 10, 2013, 05:31:37 pm
Genesis Reborn 5.43

- renamed lions to sabertooth cats. They can be found in temperate savanna now too.
- good areas are now more good/plantlife based.
- moved crawling stumps, living trees, saprolings, thallids and spore colonies to good regions.
- allowed shroomers (mushroom people) to appear in good wetlands.
- moved beholders from good areas to 3rd caverns.

- added foxes to temperate forests and taiga.
- griffons are properly summoned from air temple (not fire temple).

- added Berserker axe, made from battle axe, to fire temple. It grants no exertion, no fear and no pain while it's held.
- added Warlord banner (staff) to fire temple. The wielder can rally troops, granting them no fear and no exertion for a short period, and increasing their willpower.
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 10, 2013, 06:03:23 pm
 .
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Arbinire on November 10, 2013, 11:14:21 pm
woot, been taking a break and replaying skyrim, decided to pop in and see these recent updates have added everything I wanted.  Can now create my own automoton armies :D, and the move for the beholders should probably fix the issue I was having.  Also reading through I'm wondering...I was using Ironhand as well when I was getting those problems with the beholder's, if that'd be an issue.

Anyways, thank you very much Deon.  You sir are a scholar and a gentleman!
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: CptCrunchy on November 10, 2013, 11:27:30 pm
Oh man, I sent my militia out to fight a werebeast, they were all decimated due to lack of armor quality metals in this damn fort, except for one.  He was apparently also a werebeast, so he turned, then got the hostile werebeast in a headlock and choked him out.  That was kind of great
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 11, 2013, 12:23:43 am
Sometimes having werebeasts in your army can be good :).

Also use silver/argentan/moonsilver when dealing with werebeasts, this should really help (especially if you fire silver bolts).
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Repseki on November 11, 2013, 05:59:07 am
Where does argentan rate on the metal scale for weapons/armor?
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: CptCrunchy on November 11, 2013, 06:06:58 pm
I believe its in the sub-iron category, probably a bit worse than copper.  As Deon said, its only use for military grade stuff is against werebeasts
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: CptCrunchy on November 11, 2013, 06:47:27 pm
Learned the downside of having a werebeast in my military, he just slaughtered all 70 dorfs in my fort.  He turned a couple of them into werebeasts too, which then fought him for surpremacy until there was one left
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: spikeof2010 on November 11, 2013, 08:05:34 pm
I can't use the bone altars? No reactions are shown.
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 11, 2013, 10:56:38 pm
Learned the downside of having a werebeast in my military, he just slaughtered all 70 dorfs in my fort.  He turned a couple of them into werebeasts too, which then fought him for surpremacy until there was one left
Yeah, druids are much safer in this regard :D.

Argentan is former Nickel Silver. It's just a shorter name and sounds better gameplay/lore wise. A hero with an argentan dagger is more badass than a hero with nickel silver dagger in my opinion.

I can't use the bone altars? No reactions are shown.
My bad. Open the file /dwarf fortress/raw/objects/entity_dwarves.txt, find a word "religion" after which you can see a bunch of permitted buildings and reactions and add
Code: [Select]
[PERMITTED_REACTION:SACRIFICE_BONES]
It's a placeholder reaction anyway to give your more ways to get elemental crystals. I plan to add bone minions of sorts which you can summon via skull throne.
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: spikeof2010 on November 12, 2013, 07:05:13 pm
How would one go about making a rock anvil? Or is it any anvil? I need my fire temple. :<
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 12, 2013, 08:11:07 pm
It's not rock anvil, it's inorganic anvil. The game says it as "rock" (a weird part of the game it is), but any metal will do.
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Valience on November 12, 2013, 11:11:35 pm
I vaguely remember that once upon a time words were said about giving casts different tiles/sprites. Has that been finished engine wise yet? If so, could clockworks and million urist dwarves remades get a different civilian tile than normal dwarves some time down the line?
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Putnam on November 12, 2013, 11:39:21 pm
Still impossible.

In fact, if it were possible, it would have been done for over 17 months now. That's when the last DF update came out.
Title: Re: GEℕESIS ᚱᶒᛔᛝᚱℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 13, 2013, 01:18:53 am
I'll release an update soon.
I've made a Chandlery building where you can make candles from wax or tallow.

Candles can be used to build a new decorative workshop Chandelier (which gives off light with Rendermax). Also they are used to create Chapterhouse, and in guild changing reactions.

Also candles can be used to thoroughly study training tomes in Library, which wastes a candle and gives more skill per try.

But that's not why I post here. I've also added flying skulls and pumpkins with candles inside. And yeah, a new aboveground plant pumpkin.

Skull lanterns and jack-o-lanterns are flying vermin hunters with really high ability to spot sneaking thieves/ambushers. They are made with 1 candle and a skull/pumpkin in skull throne/water temple.

So yeah, two more summons. Now I post here to ask if you have any ideas for cool summons which I should add with the upcoming release.
Title: Re: GEℕESIS ᚱᶒᛔᛝᚱℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Gentlefish on November 13, 2013, 05:54:45 am
Jack-o-lanterns?

Pumpkin king.

Jack-o-lantern with skeleton/bones to make a weak warrior what breaks down into its parts when it dies? Or at least the punkin maybe.

That would be cool.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Meph on November 13, 2013, 08:22:59 am
Brilliant idea with the Jack'o'Lanterns. :)

But are you sure about Chandeliers? If you build a 1tile workshop, it can be build outside or in the caverns, and it would be strange to have a free-floating chandelier. Maybe you did mean Candelabra? (Not saying that you dont know your English, but I made exactly that mistake when I did my light-workshop. ^^)

Other summons: Weapons. Animated weapons. Make a sword, a mace, a warhammer, that kind of stuff. Flying, 1-bodypart in the shape of the weapon, with the same natural attacks as the weapon. Some castes for bronze, iron, steel, and good to go. :)
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 13, 2013, 04:33:45 pm
Yeah, I meant candelabra... Thanks for the note, I always thought it's the same word for both in english :D.

Magical weapons sounds amazing, thanks for the idea!
Title: Re: [ Genesis Reborn 5.43 ] || Dark Fantasy + Steampunk || Build and summon
Post by: Valience on November 13, 2013, 10:27:33 pm
Still impossible.

In fact, if it were possible, it would have been done for over 17 months now. That's when the last DF update came out.

Yes, that is the last time DF was released, but it was always my understanding that the TTF and graphics stuff was being heavily worked on by a third party who's name I can't recall, and that it's progress was largely independent of the rest of the game. Given that we should hopefully get an updated DF sooner rather than later, I guess I should have asked if there was any news about that support being added in the next release so that such a thing could happen.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Putnam on November 13, 2013, 10:34:30 pm
The last TTF/graphics only update was in 2009.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Meph on November 14, 2013, 08:38:14 am
Lol. 3hours after I said: "maybe some animated weapons would be nice", BlackFyme posted this: http://www.bay12forums.com/smf/index.php?topic=133236.0 (http://www.bay12forums.com/smf/index.php?topic=133236.0)
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 15, 2013, 12:38:23 am
Yeah, I saw that, thanks Meph.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Thief on November 21, 2013, 09:07:11 am
What do Centurions Do? here it justsays Dwarf made robot
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 21, 2013, 01:47:08 pm
Iron/bronze Centurions are automatons made out of metal. You can train them for war and hunting, and they have bladed arms which they use to chop enemies apart. You can also make them shoot fire if you install flamethrower mounts.

Clockwork spiders are weaker automatons, however they hunt vermin, clean dwarves and are easier to make.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Chelicerate on November 27, 2013, 05:08:09 pm
I understand, to get a lot of new features, I must use the advanced world generation options. Do I have to use your custom ones, however, or can I use the Large/Medium/Small/Pocket Island/Region to get them?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 27, 2013, 09:49:13 pm
The large/medium etc are all changed to disallow random secrets and allow this mod's one, so use ANY custom world gen which comes with the game, including the ones you listed.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Chelicerate on November 27, 2013, 10:49:58 pm
Thanks for the quick response! Another note, though I'll probably just search for it before you answer: What skill do muskets use when attacking via range?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 28, 2013, 04:11:45 am
It's the same skill as crossbow, so it's "marksdwarf". Feel free to post questions if you cannot find something in the manual or you want a complete answer. I love questions :P. I kinda miss the feedback I've got from my mods before I went into long hiatus and lost most of playerbase to other mods :D.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Chelicerate on November 28, 2013, 11:28:08 am
Alright, one more question really quickly then. Is there a list somewhere as to what the various poisions do? I couldn't find a list. Things like Agony poisoin I can infer, but some others I cannot.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on November 28, 2013, 02:23:01 pm
There's no list in manual (yet), but they are pretty straightforward.

- weakening causes numbness, reduces speed to 30% and skills to 1/4 of their value (yes, should have picked a better name).
- agony causes pain, fever causes nausea/fever/dizziness/drowsiness
- hex is really fun one because it makes all materials to hurt 10 times more and sets skills to 1/4 of their value (really good vs tough or skilled enemies)
- madness causes creature to bleed all over and attack everyone it sees
- paralysis causes a really short strong paralysis and numbness afterwards, sepsis causes a LOT of bad things (fever, nausea, swelling and oosing of tissues, bleeding and necrosis everywhere)
- sleeping causes unconsciousness.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Meph on December 02, 2013, 12:36:51 pm
It's the same skill as crossbow, so it's "marksdwarf". Feel free to post questions if you cannot find something in the manual or you want a complete answer. I love questions :P. I kinda miss the feedback I've got from my mods before I went into long hiatus and lost most of playerbase to other mods :D.
Wasnt the intention... I get more requests than I can handle... but you can always come by and write your clockworks into a playable race for mdf... I'd be honoured. :)
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Meme on December 21, 2013, 08:27:21 pm
Is cobalt any good for weapons?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on December 21, 2013, 08:37:59 pm
It's close to copper. Iron and bronze are far superior.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Meme on December 21, 2013, 09:17:57 pm
Ahh thanks! Excuse me while I go melt down those cobalt mauls I ordered.  :)

Oh and what ammo do axebows use?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Deon on December 21, 2013, 10:33:08 pm
Actually copper and cobalt blunt weapons are superior to iron ones.

When you consider armor/cutting weapons, you look at edge, shear impact and fracture values. So copper and cobalt suck here. When you consider blunt weapons though, the most important parameter is the metal density.

Axebows use bolts, they just chop with installed blades instead of stabbing with bayonet.
Inspired by real-life axe-pistols:
(http://www.backpackingdave.com/euro0220.JPG)
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk || Build and summon
Post by: Meme on December 22, 2013, 11:03:20 am
Ahhhh I see!
Thanks for all your help!
Now I wish I would stop getting cobalt sharp weapons in adventure mode :)
Title: Re: (PLEASE UNSTICKY) GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on December 23, 2013, 08:37:26 am
Yes, I requested a personal board way back when there was no mod subforums, so Masterwork, LFR, Putnam's mods, many other cool mods and my mods too were buried under heaps of questions and requests. Now I see why Masterwork needs its own sub-board because it's basically a huge compilation of everything possible with tons of playable races, however I think I would get more feedback in the main subforum. I will ask Toady if he has time to solve it.
Title: Re: (PLEASE UNSTICKY) GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Uxtalzon on December 23, 2013, 02:39:36 pm
I play DF explicitly on Adventure Mode. Tried Fortress and I fail hard, my mental capacity unable to keep track of so many things. That said... this mod is by far my favorite because of the ability to make a home out of a lair in Adventure Mode. :D

Been trying my best to figure out the new features. Learned how to butcher and from that, create stuff from bones and skins. However, I have no idea if let's say Auroch bone armor is better than Wolf bone armor. I mostly make the stuff because it's there and weighs less to dump in the lap of the nearest merchant. Made a few superior quality whips so far, so I'm getting the part of using dead animals down.

Now I ran across some exposed meteorite and learned I can mine it. Figured how to make a pick, mined a nice open chunk into the hillside, and holy crap is this meteorite heavy. Now here's some issues I come across because I'm horribly confused:

- The manual doesn't describe how/what adventurers can do with ore. It says they can smelt weapons and armor... what about ore?
- Half the time my little dude kept moving away from the wall rather than mining it. Thirsty, maybe that was the problem?
- Manual doesn't describe the dimensions of the smelting pit and I just somehow made it after many, many attempts. This "Alt + Move twice" thing doesn't work, but instead I used 5 on numpad twice. Numpad0 to pass the time doesn't work for me, hmm.
- Finally have Adventurer's Forge and Smelting Pit made (3x3 so luckily I just dug a huge open space), but no idea how to work them. TAB works for workshops it says, so I made some workshops and TAB does nothing. Tossed in some copper weapons I bought from a merchant onto the smelting pit to keep trying later on.
- Can't seem to gather spider webs. They're everywhere which makes nice traps for hostile enemies to fall into though (then I run up and try to stomp their face while they're tangled).

I would *love* a step-by-step example and/or requirements on how to build, smelt, and forge stuff in Adventure Mode. As it is the manual is too vague for simpletons such as myself and any requirements. My goal is to finally make armor so that I can finally beat something bigger than an eagle. I can't fight anything bigger than a wolf because 1) no armor shops to be found to upgrade, 2) anything bigger instantly kills me with some blow to the head.

Among those things, I keep running severe lag in towns. Moving one space? Naw, he moves 8 tiles over at a time. If I keep trying to move this way, DF crashes. I usually map out and move somewhere else when this starts happening.

EDIT: Numpad5 seems to pass the time and yes, my little guy moves away from stuff pressing Numpad5 and I watch him head towards the nearest (stagnant) water source and he falls in, nearly drowning. Had a great laugh before I saved him from drowning.
Title: Re: (PLEASE UNSTICKY) GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on December 23, 2013, 03:59:49 pm
To bring up workshops menu, you must stand in the middle of workshop and press TAB. Make sure you are not hungry/thirsty.

When you build a workshop, you always appear in a corner of it, so remember it for placement.

The thing with thirst/hunger/sleepiness, is since this hack makes you work as a dwarf mode dwarf, it makes a little AI to kick in which leads to weird behavior when you are thirsty/hungry.

To smelt ore, build not adventure mode "smelting pit", but a real smelter. It has all Fortress mode reactions to smelt bars/make coke from coal.

Regarding towns, it's the same problem which lags worldgen in general: too many new and custom races with custom stuff. This is the reason why I work on a simplified version with just basic races but all other stuff added.

Thank you for the feedback, I am going to bed and sleepy now so sorry if I missed some questions. Feel free to ask or re-ask :D.

P.S. Regarding Numpad0, it should work, but just in case try Numpad Del, and check your keybindings for the "wait" command. Usually it's something like "." (dot, to the left from the right shift across the "/").
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Uxtalzon on December 24, 2013, 08:24:48 pm
Finally set up in a lair where the previous inhabitant was evicted by a lucky rock throw (broke his spine - this guy was so vicious, he'd counterattack without noticing me and strange my life away) and one swing decapitated him. I mean, freaking lucky. Built plenty of workshops with lots of space in-between. BUT...

Pressing TAB doesn't bring up any workshop menu. Trying to work a wood furnace and no interface shows up. I'll just start mashing keys and see if one works.

In the meantime I'm mining and chopping everything in sight in preparation. Found plenty of meteorite and carried everything I kill into a side room.

Went exploring to the north and every town and hamlet are crazed and attacking each other or undead begin moving door-to-door slowly killing everyone in sight. Only met a handful that would talk to me, everyone else is hostile. Oh well, if they're all dead then they won't mind if I take that table made of platinum, right? Pretty exciting in terms of running in and saving lives. This mod almost feels like a 2D version of Minecraft but more complex.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Putnam on December 25, 2013, 12:10:52 am
This is just as 3D as minecraft...
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Raul on December 25, 2013, 12:21:34 am
This is just as 3D as minecraft...
I guess he's referring to the 2D view.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Uxtalzon on December 26, 2013, 10:34:05 am
Good point, maybe I should have phrased it as "Minecraft but with a permanent overhead view". I had a brain injury a while back and it causes sort of a select dyslexia and memory problems, and games like DF (this mod in particular) is really therapeutic. Isn't it awesome, when you're told to play games you love by doctors? :D Sorry in advance if my questions seem so obvious to answer, but now you know why! lol

So I explored in far directions in search of ores and tough random things to fight, and here's what I came across:

- I find some shops where the merchant doesn't own the room of items, so no owner. Free stuff!... but that's too easy, so I avoid taking anything (unless it's food.. FREE FOOD!).
- I watch in horror as undead "Fallen ____" citizens come flooding out of their houses and create an orgy of chaos. None are hostile to me, but it's a free-for-all otherwise. And man they take a long time to die, being undead. Again, I avoid any loot, except toolsets. Very weird feeling when I go to sleep in a house with a dozen undead people, then awaken to a room of utter destruction and I'm completely unharmed. Survivors welcome and greet me as if their missing limbs and broken bones are just everyday occurrences. HA!
- AQUIFERS. AQUIFERS EVERYWHERE. Even in deserts. I DFHack revealed over 50 areas and every one had at least two levels of Damp X material, though there are solid meteorite clusters at the same level that if I'm lucky enough, can dig through those and avoid flooding.
- If I leave my lair (MINE, ALL MINE) for a while and return, several items are now outside scattered on the ground. Maybe building a fortification or structure around the entrance will prevent that? I'll find out myself, it's a learning experience.
- Some town sewers have skeletons and corpses. Awesome. :D

This makes me want to try Fortress mode again. Not yet though, I still have some awesome adventuring to do. Still trying to get the workshop windows to open/work! :P

EDIT: Got it to work! I don't know how. Now to fully use this mod. Thanks!
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on December 26, 2013, 03:16:29 pm
1) This may happen if the merchant is recently deceased, there may be other reasons too.
2) Yeah, Fallen are... not supposed to live in other towns. Yet they are rarely kept alive as prisoners of war and due to other events during world generation, so when you meet them in adventure mode they suddenly "remember" that they should kill other races and start the massacre.
3) There's an option to turn off aquifiers in the launchers. Otherwise it's the same as in vanilla.
4) Scattering may happen in small lairs. I would suggest to put stuff in containers and cabinets, then it's unlikely that they are scattered. Otherwise think of it as of some baby kobolds playing with your stuff :).
5) Yep, and if you possess resurrection ability which you got one way or another (necromage, some secrets, some diseases) then sewers is a good way to find companions. Just MAKE them from corpses.

Regarding fortress mode, I am working on this (http://www.bay12forums.com/smf/index.php?topic=134672.0) at the moment, and I will add parts of it to Genesis, so it should be more interesteting. Give me a week :).
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Uxtalzon on December 29, 2013, 12:21:37 pm
I made cabinets but it's too limited and adventurers won't build them with any material, so I bought a bunch of chests from town (marble is a nice white color to spot). Unfortunately they're XXseverely wornXX from those dirty kobold paws dragging them outside already. Hide and seek, I don't mind. :P

Began wrangling with adamantine and discovered that it uses one ingot to make plate armor, but if I turn it around and smelt the armor into ingots (smelting pit -> cast metal into ingots) I end up with two adamantine wafers/ingots, basically doubling it to reforge. At least I think that happened - I had four to start with, and had more than ten ingots before I had a set of *finely crafted*.

Noticed farming pictures and was like HOLY CRAP I LOVE FARMING, but there's no Build -> Farmplot anymore. :( Too buggy? Carrying around meat almost cuts my speed down by 200 so I was hoping carrying grapes or something would lighten the load.

Managed to slay baddies down in the sewers under a shrine and they had nice iron items which I smelted down into ingots... but there's no way to make steel. I like the idea of "coarse iron" from ore and not making it possible to convert that into steel (meaning I can start a new game and in ten minutes start making steel... bit unbalanced), but merchants only sell copper and cobalt at best while the hard "PREPARE TO DIE" guys can drop iron stuff, so it would make sense to make steel from smelted pure iron. But basically as it is, I can make coarse iron armor easily, and next easiest is adamantine if I'm lucky enough to strike a vein.

Just a few things other than steel I can't create - gauntlets (plate) nor smelt them, can forge boots but not smelt either. I'm a swordsman and can't make a sword :( switched to axes since I can make those. Can't make waterskins either or I haven't figured it out, since merchants don't sell those too. I'll try looking for metalsmith shops and see if they sell "steel XXX" furniture, and hope it's expensive so that can be a workaround.

Because of the relative ease of making coarse iron armor and butchered items, I have a ton of coins... so many that I started using them to throw as weapons.

Anyway, by far my favorite aspect is entering a town for the first time and seeing Fallen attacking everyone, triggering the hero inside me to save people house by house. I think that's awesome! That will keep me busy for a long time, plus the loot is nice. Can't wait to try your other mods.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: voodooattack on December 29, 2013, 01:56:00 pm
Any chance of a Linux version, Deon?

If I download the windows version and overwrite the raws will it work?

Edit:

Okay, I had to cross-compile 32bit DFHack on my 64bit distro and it took a full day's work of editing makefiles and installing dependencies. But I did it, finally!
But then I replaced the raws with yours and now tiles are flashing like mad! I'm not sure what's the cause of this and I certainly didn't see this one coming.. any idea what's causing this?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: ChildofSolitude on December 29, 2013, 11:29:28 pm
Hi.

I just downloaded your mod a few days ago, as I was getting bored with adventure mode( And it's pretty much all I play on dwarf fortress anyways.) and I am extremely pleased.

I have but a few questions.


1. What is the last race, the one that only seems to be an outsider? It starts with a V, and it has some letters I can't make out.

2. Do serpentfolk have any venom? I've bitten people before, and I never got a prompt saying they got poisoned, so i just imagined they didn't. Was I doing it wrong?

3. A friend of mine was playing as a Dwarven Clockwork demigod and NEVER, EVER died. He fist fought a bunch of bogeymen and made it out with very little, wound-wise. He's currently searching for titans to kill, and he's probably going to survive that, too.

4. Do you plan on adding another race? Because, if you do, I think it should be some sort of insectoid, preferably that can fire web as some sort of special attack. That would be incredibly hard, I imagine, so it's just a suggestion. The mod is great without it.

Thanks.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Vorbicon on December 30, 2013, 12:02:21 am
Are there any new flux stones in this mod? I've gotten desperate for flux and I have not seen any of the vanilla versions at all(even scouring the map with DFHack reveal). Also, is there a good wiki or FAQ that details the new material deposits and what they are good for?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on December 30, 2013, 12:39:45 am
Any chance of a Linux version, Deon?

If I download the windows version and overwrite the raws will it work?

Edit:

Okay, I had to cross-compile 32bit DFHack on my 64bit distro and it took a full day's work of editing makefiles and installing dependencies. But I did it, finally!
But then I replaced the raws with yours and now tiles are flashing like mad! I'm not sure what's the cause of this and I certainly didn't see this one coming.. any idea what's causing this?
Make sure you REMOVE vanilla raws before pasting mine! Also please share DFHack you compiled :D.

Hi.

I just downloaded your mod a few days ago, as I was getting bored with adventure mode( And it's pretty much all I play on dwarf fortress anyways.) and I am extremely pleased.

I have but a few questions.


1. What is the last race, the one that only seems to be an outsider? It starts with a V, and it has some letters I can't make out.

2. Do serpentfolk have any venom? I've bitten people before, and I never got a prompt saying they got poisoned, so i just imagined they didn't. Was I doing it wrong?

3. A friend of mine was playing as a Dwarven Clockwork demigod and NEVER, EVER died. He fist fought a bunch of bogeymen and made it out with very little, wound-wise. He's currently searching for titans to kill, and he's probably going to survive that, too.

4. Do you plan on adding another race? Because, if you do, I think it should be some sort of insectoid, preferably that can fire web as some sort of special attack. That would be incredibly hard, I imagine, so it's just a suggestion. The mod is great without it.

Thanks.
1) Void dwellers? They are the ultimate enemy race in fortress mode. Their description is in the first post.
2) Thet do get paralyzing venom, however you need to see "the serpentfolk venom has been injected" or something similar.
3) Well, he's made of metal. That helps.
4) I plan to rework void dwellers to be more insectoid and zerg-like if you wish. Webs are a terrible idea for a reason: one webber can kill whole squad of dwarves. Now imagine if all of invaders are webbers :D. I could make a rare caste though. Currently they are a mix of slender men and other terrible monstrosities from other planes.

Are there any new flux stones in this mod? I've gotten desperate for flux and I have not seen any of the vanilla versions at all(even scouring the map with DFHack reveal). Also, is there a good wiki or FAQ that details the new material deposits and what they are good for?
The flux is the same as in vanilla with some additions. However if you have trouble finding it, you can make flux from bones and stone dust (boulders) in Calcinator.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: voodooattack on December 30, 2013, 05:26:22 am
Make sure you REMOVE vanilla raws before pasting mine! Also please share DFHack you compiled :D.

Thanks, that worked. And sure, here it is: https://dl.dropboxusercontent.com/u/27714141/dfhack-0.34.11-r4-Linux.tar.gz

To make it work you'll have to move/rename "libstdc++.so.6" in the libs/ folder of your DF installation and install these:
Code: [Select]
sudo apt-get install libstdc++6:i386 libgcc1:i386 zlib1g:i386 libpng12-0:i386 libjpeg62:i386 libfreetype6:i386
..and god knows what else I missed.

Stonesense is included by the way, although IsoWorld wouldn't compile and I had to sacrifice it to the god of blood.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: ChildofSolitude on December 30, 2013, 01:06:34 pm
EDIT: All questions were figured out, thank you.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Uxtalzon on December 30, 2013, 05:36:40 pm
Are there any new flux stones in this mod? I've gotten desperate for flux and I have not seen any of the vanilla versions at all(even scouring the map with DFHack reveal). Also, is there a good wiki or FAQ that details the new material deposits and what they are good for?

It's a hit or miss, mostly a miss in my experiences. Some areas have zero or next to none, others would have entire layers consisting of marble or chalk. Never found saltpeter, ever. I just plan for the worst and make it from the calcinator. Same with fuel.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Absoleas on January 04, 2014, 09:03:59 am
I'm not sure if this has already been answered, but I'm having some troubles with world generation. Basically, the worlds keep getting rejected no matter what, it happens even after all civilizations have been placed. Last night I stopped at 98 rejections because I was getting kind of annoyed, now I'm at 70... Is this normal?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Uxtalzon on January 06, 2014, 06:47:49 pm
Make sure you "Design New World with Advanced Parameters", because it creates the world with the mod in mind like unique ores, monsters, etc. If you're doing that, dunno. :(
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Putnam on January 06, 2014, 06:53:47 pm
Doing the standard worldgen keeps those in mind, it just breaks secrets, curses and bogeymen.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: tilly on January 14, 2014, 01:57:12 am
Does anyone know how to chop down trees in ADV mode with a simple stone axe??
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: melmarkian on January 14, 2014, 04:33:20 pm
Hi,
I have two questions about the mod:

1. How do you use the gem powder from the grinder workshop? The kiln doesn´t take them for glazing and the job "Encrust xxx with gem powder" tells me I don´t have any gem powder.

2. I can´t seem to get steel automaton frames for steel clockworks. The Steel Frame option doesn´t show up in the Automaton Workshop.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TortuousAugur on January 19, 2014, 04:45:36 pm
Previous post:
Spoiler (click to show/hide)

New post:
So I have figured out the placement likes to be at the Northwestern corner, probably of all buildings.
Is it possible to have a bridge built in adventure mode that can be pulled up like in fortress mode? I'm still not understanding the build direction entry, and I haven't yet gotten far enough mine/build/create the required tech to make a lever (and I'm still a total newbie to DF, so I don't even know how to link a lever to a bridge anyway...).
Does anyone know what number corresponds to what direction?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Uxtalzon on January 20, 2014, 09:14:46 pm
Does anyone know how to chop down trees in ADV mode with a simple stone axe??

Have your simple stone axe in your *right hand* (drop it, drop whatever is in your right hand, pick up axe, that's how I do it).
CTRL + X to FellTree.
Stand right next to a tree, though you don't need to stand it is preferred. :P
Now USUALLY Alt + direction will work. Sometimes it just doesn't, I dunno why. If it doesn't I run around the tree and keep trying.
If it works correctly you'll see a timer* count down, and the faster your speed the sooner you finish.

*sometimes your character will move or fall asleep where he's at. That's normal fortress mode NPC behavior - if he moves, it means he's hungry/thirsty most likely.

edit: tree will turn into wood logs of whatever type of wood it is, and boy do they weigh a lot. :P
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: voodooattack on January 21, 2014, 05:50:23 am
How do you clean fish? I managed to catch a fish and a mussel but my dwarf was licking them instead of consuming them for some reason. Does it have to be cleaned first to be edible? I built a fishery and a kitchen but couldn't interact with either.
Title: Re: [MOD] GENESIS Reborn [5.30] || Dark Fantasy + Steampunk || Jade cannons, muskets
Post by: TalonisWolf on January 22, 2014, 11:51:38 am
Web it with catapult blocks.

I definitely need to add more anti-megabeast things now that megabeasts are actually MEGA.

I have never seen a mod create creatures so badass that new features are needed to make it even feasible to defeat them...

That is awesome, in the extreme.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: melmarkian on January 23, 2014, 03:03:10 am
Hi,
Is it just in my games or does anybody else has so much problems with crashing the genesis mod? I need to save at every event (caravan, ambush, thief, invasion) because it almost always crashes if something big happens. Normally it crashes when hostiles and friendlies start to fight or an ambush gets spotted. I tried at least 5 different worlds. In my current game it got even worse: I just fought back a small goblin invasion and the game crashes just a few minutes afterwards. I loaded the game now 5 times and it crashes the first 4. The difference the fifth time was that I caught a mindflayer thief in a cage at around the same time the game normally crashed.
I got a backup save if that would help.

EDIT: I redownloaded genesis and put it this time on my SSD. Generated a new world (the large region, just changed vulcano count and endyear). This time it just crashes in a 10-20 minute timeframe in the second year after embark.

EDIT2: I think I got it now: I changed the tileset from phoebus to ironhand in the game from EDIT1 and I had zero crashes since then. Had a few invasions and a lot of ambushes. Lets see if it stays that way.

thanks for your great mod
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TortuousAugur on January 24, 2014, 12:32:55 am
Hi,
Is it just in my games or does anybody else has so much problems with crashing the genesis mod?

No, my adventure characters always crash very soon unless I save after creation. I have had at least five characters delete because I didn't save directly after creation of an adventurer, usually choosing to crash as I was entering the nearest castle for my initial set of metal armor...


Is there any plans to update the documentation of this mod?

Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Blaze_1711 on February 17, 2014, 04:34:02 pm
Hey.

I can't seem to gather plants in the latest build, and i couldn't find a reliable manual for it.

Could anyone tell me how to gather plants in the latest Genesis build?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Meph on February 17, 2014, 05:08:07 pm
Do you mean adventure mode or fortress mode?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Blaze_1711 on February 17, 2014, 05:20:15 pm
Do you mean adventure mode or fortress mode?
Adventure mode, i try to use the numpad 5 and i get the message that my character is "working", but nothing goes to my inventory, neither to my hands.

Edit: I just realized that i can't use workshops, and "tame animal" doesn't seem to do anything other than open way for an attack.
Could explain to me why don't they work, and how should i use them? I read the manual, but it doesn't get too deep beyond the basic commands and their uses...
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Merch_Lis on February 23, 2014, 05:18:47 am
Bonjour.

I playing this great mod at the moment and enjoying it alot, but it's a shame it doesn't have a manual as detailed as Masterwork's.

I can't understand a few things.
First: in a Scull Throne I don't have a task to sacrifice bones. Why could that be? And are there any other ways to get the specialized crystals for temples?
And second: what happens to the Centurions and Clockwork dwarfs when they are damaged (ex. when steam is lost, which happens quite quickly in every battle) - can they be repared?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: melmarkian on February 23, 2014, 06:16:52 am
I think the lost steam doesn´t give the Centurions/Clockworks any malus. And the Centurions have always repaired themselves over time in my forts.

I am struggling at the moment with the Voidwalkers. They have this annoying hide-mechanic that pisses me of. They just hide every few seconds and stop the game with the ambush message. I have tried to use nightwatch scarfes, but they don´t seem to work.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Kaplahworm on February 25, 2014, 09:56:22 am
Quick question,

Im back on DF adventure mode after a long break and am trying this out. I really liked chocolate mod and this one seems great!

I found a lair to claim as my own (the previous tenant was ..... evicted) and started to work on it.
I found some obsidian stones and made a pick and an axe.

The pick had a few issues at first but then i got it working (equiping only the pick and dropping my sword and shield worked) and everything was peachy.

But after a while of clearing out some rooms in the lair my guy (well.... girl.... i keep accidentally making girls) started walking backwards and insted of it saying v dig b in the top left it reads as v dig working (-1) b

Ive tried waiting and sleeping and it just does the same. I tried out my axe and i get the same responce from trees.
Is this a common error or am i doing something wrong?

Otherwise loving the mod so far.

The men of the dale will rise again from my private underground fortress!
Mother Mel they will call me!!!!
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Akura on April 19, 2014, 11:57:48 am
What do I do with gem powder I get from the gem grinder? The raws seem to imply that it's pottery glaze, but the kilns do not accept it as such. Using dfhack to autodump it from the bag seems to make it evaporate.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on April 19, 2014, 01:15:15 pm
Thanks for the information Akura, that gem dust was a part of a big geomancy overhaul and I haven't got a lot of feedback since then. I will check how to fix it and let you know :).
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Baffler on April 20, 2014, 10:35:18 am
Quick question,

Im back on DF adventure mode after a long break and am trying this out. I really liked chocolate mod and this one seems great!

I found a lair to claim as my own (the previous tenant was ..... evicted) and started to work on it.
I found some obsidian stones and made a pick and an axe.

The pick had a few issues at first but then i got it working (equiping only the pick and dropping my sword and shield worked) and everything was peachy.

But after a while of clearing out some rooms in the lair my guy (well.... girl.... i keep accidentally making girls) started walking backwards and insted of it saying v dig b in the top left it reads as v dig working (-1) b

Ive tried waiting and sleeping and it just does the same. I tried out my axe and i get the same responce from trees.
Is this a common error or am i doing something wrong?

Otherwise loving the mod so far.

The men of the dale will rise again from my private underground fortress!
Mother Mel they will call me!!!!

Have you tried eating or drinking? Dwarves in fort mode will often stop work to eat or drink before the visible indicator appears. It's probably the same with advfort.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: soyweiser on May 04, 2014, 03:08:54 pm
Perhaps useful for somebody, I made a list of all the changelogs. The manual might not be all that great and missing a few things, but if you read all the changelog data you get more information of what has been changed.

https://docs.google.com/document/d/17WTIuCABg8yGm_IHIloRhuEO5_4wNTYfCi6cXJWvoY4/edit?usp=sharing

Also have a list of notes I made from reading the thread so far. (lists of metal grades, what the various new curses and transformations do and other stuff) anybody interested if I post those?

Edit:
- Hellbats still suffocate.
- Found a bug, the opium snail has no tile. (only a red X).
And not a bug but wow... that snail. 6 broken bones on various dwarfs all permanent numb nerve damage, one dead.
- changed the link to google drive.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: HooliganintheFort on May 22, 2014, 09:19:38 pm
Perhaps useful for somebody, I made a list of all the changelogs. The manual might not be all that great and missing a few things, but if you read all the changelog data you get more information of what has been changed.

https://www.dropbox.com/s/ejmtbehtyh98cj3/Genesis%20Changelog.txt

Also have a list of notes I made from reading the thread so far. (lists of metal grades, what the various new curses and transformations do and other stuff) anybody interested if I post those?

Edit:
- Hellbats still suffocate.
- Found a bug, the opium snail has no tile. (only a red X).
And not a bug but wow... that snail. 6 broken bones on various dwarfs all permanent numb nerve damage, one dead.

Thank you so much, for some reason the manual doesn't show up for me sometimes
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on May 23, 2014, 07:07:08 am
Thanks for the update Soy, I didn't have time to return to this mod and it's likely that I will remake it from scratch for the new version. But it's heart-warming to see that people still play it :).
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Meph on May 23, 2014, 04:42:09 pm
Thanks for the update Soy, I didn't have time to return to this mod and it's likely that I will remake it from scratch for the new version. But it's heart-warming to see that people still play it :).
What is it with you and total remakes? :P
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on May 24, 2014, 03:30:18 am
I just enjoy it.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: soyweiser on May 24, 2014, 09:09:17 am
Another remake? Damn.

Made a simple FAQ and kept a list of notes from reading the thread so far. Here: https://docs.google.com/document/d/1_IpnB8nWM6-idOCSOwPIgwDL-hiHlfCA9UOiCx6t8X0/edit?usp=sharing . Somebody might get some use out of it. The faq part is pretty clear. But the other notes are just that. Notes I made while reading the thread. So they might be inaccurate.

Edit: changed the location to google drive and not dropbox. (So I can keep my dropbox better organized).
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on May 24, 2014, 11:25:37 am
Why would you damn it? I mean a lot of features of the current Genesis require DFHack and I think it won't work as well in the new version. So I will have to abuse the new modding possibilities to make it interesting and fresh, is it a bad thing hehe?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Meph on May 24, 2014, 12:41:38 pm
I dont think its a bad idea, just a waste of a perfectly good mod. Dfhack will be updated, and the fort mode changes in the next version are minimal. Its certainly less work to update and add new features, than to write a new mod. But I fully understand the sentiment behind it... its the same reason I started doing multiple races for Masterwork: Its fun to make something conpletely new. :)
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on May 24, 2014, 01:14:34 pm
Well it's never completely new, I still have all the raws here. I just plan to modify them to address the new modding features and game changes.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: soyweiser on May 25, 2014, 12:14:35 pm
I meant damn as in, where do you find the time. And damn, will have to relearn the mod from scratch. Not damn as in "you %$#%$%#".

I'm quite impressed with your (and meph's) modding work.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on May 26, 2014, 07:44:55 am
Well, I try to spend all the time I have on modding. But now that I got a huge corporate job it's a bit difficult :D. Still I find it to be really enjoyable to add new content to already amazing games to increase replayability. I.e. right now I am on a modding mission for Distant Worlds until the next DF version is up :).
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Meph on May 26, 2014, 08:22:43 am
Well, I try to spend all the time I have on modding. But now that I got a huge corporate job it's a bit difficult :D. Still I find it to be really enjoyable to add new content to already amazing games to increase replayability. I.e. right now I am on a modding mission for Distant Worlds until the next DF version is up :).
Deon, I love how we de-synch our modding time. You say you take a break and do something else, and I am finally back in action, at least will be in the next couple of days. :)

And thank you Soyweiser. :)
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: HooliganintheFort on May 29, 2014, 07:38:22 pm
Wow, another remake after the new release comes out?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: tahujdt on June 03, 2014, 10:58:16 am
Just thought that you'd like to know that I'm resurrecting my podcast and the next episode will cover this mod.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on June 06, 2014, 03:36:20 am
Thank you for letting me know, I try to follow DF let's plays and podcasts with ardor, so it's great news :).
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: deepfreeze78 on June 10, 2014, 01:01:53 pm
I'm trying to start playing this mod, but I'm completely confused on the world gen. I know that the basic one doesn't work right with this mod, but when advanced preset should I use? Thanks in advance.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: BlackFlyme on June 10, 2014, 05:22:14 pm
I'm trying to start playing this mod, but I'm completely confused on the world gen. I know that the basic one doesn't work right with this mod, but when advanced preset should I use? Thanks in advance.

Most are the standard ones from vanilla DF. All the ones ending in Region or Island will generate random worlds like in vanilla. The rest have a preset shape, though some things such as temperature ranges and amounts of savagery may vary.

Eldorado is shaped like most of North America.
Tamriel is shaped like the continent of Tamriel from the Elder Scrolls series.
Middle Earth and Numenor are from the Lord of the Rings.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: deepfreeze78 on June 10, 2014, 05:45:25 pm
I'm trying to start playing this mod, but I'm completely confused on the world gen. I know that the basic one doesn't work right with this mod, but when advanced preset should I use? Thanks in advance.

Most are the standard ones from vanilla DF. All the ones ending in Region or Island will generate random worlds like in vanilla. The rest have a preset shape, though some things such as temperature ranges and amounts of savagery may vary.

Eldorado is shaped like most of North America.
Tamriel is shaped like the continent of Tamriel from the Elder Scrolls series.
Middle Earth and Numenor are from the Lord of the Rings.

So the vanilla presets are ok to use? I thought that using those would have the same effect as generating with the normal world gen.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: BlackFlyme on June 10, 2014, 05:53:50 pm
So the vanilla presets are ok to use? I thought that using those would have the same effect as generating with the normal world gen.

Yep, those presets should be fine, since they've been modified from the presets found in vanilla.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: deepfreeze78 on June 10, 2014, 05:59:59 pm
So the vanilla presets are ok to use? I thought that using those would have the same effect as generating with the normal world gen.

Yep, those presets should be fine, since they've been modified from the presets found in vanilla.

Oh ok, thanks!
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Megaman_zx on July 03, 2014, 04:39:29 pm
I've been telling the story of one of my genesis reborn adventurers in the community and stories section... check it out

http://www.bay12forums.com/smf/index.php?topic=139894.0
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: blazing glory on July 04, 2014, 06:59:04 am
Is there a way to use proper ASCII?
Title: Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
Post by: Access on July 12, 2014, 12:10:51 am
I recently tried this mod because looked very "Adventure mode" friendly and I stumbled on a strange situation.

I'm trying to play with a serpentfolk adventurer... I tried this in 3 different generated worlds with "advanced features" (in the default templates provided but stoping early in history, around year 200) and I have the following situation:

- There are Serpentfolk Civs reported as a valid Adventure option (I'm not trying the outsider approach), up to 3 on one of the worlds.

- Doesn't matter which Civ I choose, the starting town is friendly to me, populated by an unrelated race (Nords, Daleman, Dherim and goblins are the ones I have encountered). When I check the entities list on the quest log I have decent reputation with some non-serpentfolk settlements and there is always an entity properly assigned to serpentfolk civ that's invisible (When I press "zoom" the cursor doesn't move at all... As it happens, for example, with sites of the "host" race friendly to my adventurer).

Other hostile races doesn't seem to have this issue (goblin or ratking adventurers, when available, have a proper inhabited town).

What I'm missing? A parameter at world creation? Or maybe aborting history after just 200 years is triggering this behaviour?

Has this been fixed yet? I'm getting the same issue. Also, all other hamlets & towns try to kill me. I'm guessing it's because of the race, but I'd like to know for sure. (very hard to report successes if they try to kill me on sight)
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on July 12, 2014, 04:28:48 am
This mod is still of the old version where tree houses did not exist so you started in random towns. As soon as I return from vacation and remake This mod for a new version, serpentfolk will live in actual tree cities in swamps.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Access on July 13, 2014, 01:45:24 am
This mod is still of the old version where tree houses did not exist so you started in random towns. As soon as I return from vacation and remake This mod for a new version, serpentfolk will live in actual tree cities in swamps.

Thank you. I'm guessing vacation as in summer vacation, or extended? Just trying to get a general time you'd be back.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on July 13, 2014, 07:19:59 am
It's my job vacation of 3 weeks so I'll be back to city around 20-21st :)
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on July 15, 2014, 09:35:25 am
Hey guise I resurrected the OLDGENESIS thread :^) Maybe I should start a new one eh? Where?

I will try to update OldGen to current DF. Because I love DF. And my custom trees and custom minerals.

(in the long ago, I added fluorspar, biotite, migmatite, hornfels, greenstone, elvan, zeolite, syenite, scoria, pumice, augite, azurite, corundum, sphene, barite, pegmatite. Pink Marble, Pure Marble, Black Marble.)
(Three price classes of wood, use the cheapest for fuel!)
(vanilla has [FREQUENCY:100]  [POPULATION_NUMBER:250:500] on almost all vermin... I want more rarity.)

----------------
Still updating OldGenesis. maaaany creatures and plants still to go.
Reminder why OldGenesis is awesome:

fur (from certain mammals, crap for armor, zebra/reindeer/cougar/leopard/gorilla/panda) [YOU DO WANT THAT GORILLA FUR VEST]
suede (crap for armor, basically Thin Leather variant) (dog, cat, human)
leather (vanilla, cow, horse)
toughleather (hippo, ogre, all tough monsters)
mark 4 leather (demons)
mark 5 leather, called dragonscale (from dragons)

I made the leather variants and tree qualities (1: basic cheap pine/fir/whatever. 2: beech, cypress, redcedar. 3: teak,satinwood,ebony,elm,yew,oak etc.)
Feel free to use the toughmaterials and treematerial variants I have made in your mods! (I also have toughmuscle, toughsinew, toughbone)
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Amuys on July 22, 2014, 06:13:05 pm
Update this mod please
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: AutoBahn on July 22, 2014, 08:06:41 pm
Update this mod please
He's probably working on it, be patient. These things take time, you know?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on July 22, 2014, 08:25:56 pm
I am currently working on Wanderer mod (it's a separate thread) which will be part of the new Genesis :). I am just focusing on Adventure Mode tweaks first to make the game balanced/enjoyable because in the current state I don't agree with all the features of the combat/settings, and testing them takes time!
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on July 28, 2014, 11:25:56 am
News flash!
For those who are very eager, here is a PREVIEW RELEASE of OldGenesis 0.40.05 Ironhand.
https://dl.dropboxusercontent.com/u/8967397/DF40_05_OldGen_Ironhand_previewrelease.zip

Spoiler (click to show/hide)
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Avid Fox on July 31, 2014, 06:58:39 pm
Hey Deon, I'm still quite new to Dwarf Fortress and your mod. I have a few questions (they pertain only to adventure mode):

1.) How in the world do I craft! I've read the manual and pressed ctrl-x. It shows some words in the top left corner and I toggle between them with "v" and "b", but there's no menu, list or anything. Can you explain the functionality to me and how to use it, because the manual doesn't seem to do a good job of explaining it to me. I really need clear-cut instructions.

2.) I think I need tools also to use the crafting system, but where do I find them. I cant find an axe, a pickaxe, a hammer or anything in adventure mode. I killed many peasants but none of them dropped a toolset. I thought they were supposed to be common drops.

3.) I noticed that every time I choose dwarf as my adventure I always start out in a Dhermin hamlet. I twould assume I'd spawn next to a lot of dwarves in a dwarven town, but it hasn't happened so far. Is this a bug?

Any help would be appreciated. I'm getting very frustrated that I can't use the crafting/butchering/building system that is the main perk of this mod. I really just need clearer instructions on how to use  it.

UPDATE: Okay, I figured out how to get to the crafting menu. I made the mistake of hitting ctrl-x to bring out the Advfort plugin for cutting down trees and digging, ect. I really was suppose to simply press x to get the menu. This clears a LOT of confusions from me  :). Just a few more questions. For magic, which races have the ability to perform magic and which ones don't? And where do I find books to obtain magical spells.
Avid Fox
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on July 31, 2014, 07:45:39 pm
1.) How in the world do I craft! I've read the manual and pressed ctrl-x. It shows some words in the top left corner and I toggle between them with "v" and "b", but there's no menu, list or anything. Can you explain the functionality to me and how to use it, because the manual doesn't seem to do a good job of explaining it to me. I really need clear-cut instructions.
1. Ctrl-x or x, then you're in the crafting menu, select knap or create of butcher, then right-arrow to switch to second column of text, which thing to create / which corpse to butcher.
2. can you craft some basic tools as an adventurer? Some towns' shops might have the tools. Older DF had tools in monster lairs (narrow caves), ladles, cauldrons, butcher's knives.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Avid Fox on July 31, 2014, 11:47:03 pm
1.) How in the world do I craft! I've read the manual and pressed ctrl-x. It shows some words in the top left corner and I toggle between them with "v" and "b", but there's no menu, list or anything. Can you explain the functionality to me and how to use it, because the manual doesn't seem to do a good job of explaining it to me. I really need clear-cut instructions.
1. Ctrl-x or x, then you're in the crafting menu, select knap or create of butcher, then right-arrow to switch to second column of text, which thing to create / which corpse to butcher.
2. can you craft some basic tools as an adventurer? Some towns' shops might have the tools. Older DF had tools in monster lairs (narrow caves), ladles, cauldrons, butcher's knives.

Thanks, I did finally manage to get into the crafting menu. From what the manual says, I guess I can make stone axes and whatnot, so maybe I'll give that a try. Btw, I have a question for you. I noticed your porting the Old Genesis mod into 0.40.X version of DF. What's the difference between that one, and this one? And why would some prefer that one over the new one?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on August 01, 2014, 01:18:16 am
I'll tell you why TomiTapio ports the old one :). It's because he spent the most time working on that with me!
The Genesis Reborn was a rebuilt version with different races/lore for the DF2010. I just wanted to recreate the mod from scratch because of new modding feats we could use (interactions, night creatures and whatnot).

It means that Old Genesis has more content (creature types, tree types, minerals) but it lacks DF2010 features, so to make it more interesting we would have to add some DF2010 features from Genesis Reborn.

And as you've noticed Genesis Reborn has a lot of improvements for adventure mode.

P.S. Usually you can find books/slabs with spells in various towers. The easiest way to find them is to look into legends at the list of legendary slabs/books and see which place are they stored in. Don't forget to put points into reading skill!
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on August 07, 2014, 10:28:31 am
Fans of all things Genesis, rejoice!
OldGenesis 40.06a, 85% by Deon and 13% by TomiTapio has been released! Ironhand and ascii versions.

See the oldgenesis thread http://www.bay12forums.com/smf/index.php?topic=52988.msg5551342#msg5551342

You hear Orc belching in the distance.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: HooliganintheFort on August 08, 2014, 10:44:26 pm
Fans of all things Genesis, rejoice!
OldGenesis 40.06a, 85% by Deon and 13% by TomiTapio has been released! Ironhand and ascii versions.

See the oldgenesis thread http://www.bay12forums.com/smf/index.php?topic=52988.msg5551342#msg5551342

You hear Orc belching in the distance.

I have no words for this. Thank you TomiTapio and Deon for this.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on August 09, 2014, 05:24:28 am
You should thank TomiTapio for this! I only work on Wasteland mod for now due to the big amount of time I have to dedicate to my job, sooo Tomi did magic!
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: HooliganintheFort on August 11, 2014, 03:33:59 pm
You should thank TomiTapio for this! I only work on Wasteland mod for now due to the big amount of time I have to dedicate to my job, sooo Tomi did magic!

Thanks TomiTapio for updating this and you keep updating the mod in the future.  :)
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on August 11, 2014, 04:11:00 pm
Sorry Hooliganinthefort, I don't update Genesis Reborn or Genesis 4, but OldGenesis, a fork of Genesis 3.xx   :-o
Took me 21-28 hours to bring OldGenesis from 2012 to 2014. All de frickin' creature speeds and tree trunks and tree leaves.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on August 12, 2014, 05:51:39 pm
Hey all, check out OldGenesis with Phoebus-2014 tiles!
https://dl.dropboxusercontent.com/u/8967397/DF40_08a_OldGen_Phoebus.zip
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: HooliganintheFort on August 13, 2014, 09:50:51 pm
Sorry Hooliganinthefort, I don't update Genesis Reborn or Genesis 4, but OldGenesis, a fork of Genesis 3.xx   :-o
Took me 21-28 hours to bring OldGenesis from 2012 to 2014. All de frickin' creature speeds and tree trunks and tree leaves.

Wow.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on August 25, 2014, 08:28:57 am
Hey all, .10 is out so I'll put out new OldGenesis. I skipped .09.
Only two lines of raws changes from my .09 to my .10 (Toady improved subterr animalpeoples code) (reptile men only in OldGen, ant men and olm men are Too Silly(tm))

~-~-~ Many fine beards! OldGenesis 40.10. ~-~`-~
Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_10_OldGen_Ironhand.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_10_OldGen_Ironhand.zip)
Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_10_OldGen_Phoebus.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_10_OldGen_Phoebus.zip)
ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_10_OldGen_ascii.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_10_OldGen_ascii.zip)
 
 
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on September 06, 2014, 01:46:56 pm
cross-post:

~~Deon's & TomiTapio's OldGenesis 40.11 is here! ~~ Black diorite, more dwarf sounds. ~~
Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_11_OldGen_Ironhand.zip
ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_11_OldGen_ascii.zip
Phoebus ver coming in 0-2 days.

OldGen notes:
Spoiler (click to show/hide)

You hear somebody muttering.
Universitas Bracamurus, Spearman: Hello Nervus.  Long live the cause!
You hear somebody swearing.
Odenithe Ofatequanefa, Dusk Elf Crossbowman: It's fantastic to see you!  I'm Odenithe Lengthcrafted.
You hear a quiet cough.
You spit.
Nervus Cestusvadus, Pikeman: Greetings Nervus.  Long live the cause!
Munus Dictobulbatio, Maceman: Hello Nervus.  Long live the cause!
You hear conversation.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on September 10, 2014, 05:39:18 pm
cross-post again, because not everyone follows the ancient Genesis thread.

~-~-~ By my pure marble coffin! It's OldGenesis 40.12! ~-~-~
It is decorated with bugfixes.
Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_12_OldGen_Ironhand.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_12_OldGen_Ironhand.zip)
Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_12_OldGen_Phoebus.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_12_OldGen_Phoebus.zip)
ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_12_OldGen_ascii.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_12_OldGen_ascii.zip)
 
 
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on September 21, 2014, 08:23:08 pm
Moo moo crosspost chew chew. Apologies if anyone gets offended that this is not Genesis 5 or 4. This is Genesis 3.xx kept alive, and it is Good.

 
~-~ Dine at my white granite table? OldGenesis 40.13 has come! ~-~

Granite has been replaced with red granite, gray granite, white granite. Because granite is super common and does come in varieties.
Standard grazer on dem critters, except gigantic panda.
If you want more realism, tune the init file grazer param until four sheep require an acre (32x32 tiles). Or one horse per 32x32 tiles.

Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_Ironhand.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_Ironhand.zip)
Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_Phoebus.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_Phoebus.zip)
ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_ascii.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_ascii.zip)
 

Toady on tile size:
Assuming gravity works like real world gravity and you can invent a time unit (obviously not linked to the dwarf mode calendar, which moves too fast for this), then a choice has been made.  It wouldn't make any fewer dragons fit in the tile though.  I think for the purposes of the minecarts it turned out to be 2m x 2m x 3m with 10 clicks / second, but it isn't that important or far-ranging in effect.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Illogical_Blox on October 01, 2014, 09:31:20 pm
Do the Mind Flayer caste actually have the Mind Flayer body? If so, could I use them for a mod I'm creating?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on October 03, 2014, 10:10:42 pm
Do the Mind Flayer caste actually have the Mind Flayer body? If so, could I use them for a mod I'm creating?
Well, the basic illithid has       [BODY:HUMANOID_NECK:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:E_4FACE_TENTACLES:RIBCAGE] which is just human with face tentacles. Some castes have wings and special weapons, see body_illithid.txt (in OldGenesis).

Void master has       [BODY:HUMANOID_NECK:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:E_VOID_WEAP:E_FORCE_FIELDS:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:E_8FACE_TENTACLES:2HEAD_HORN:TEETH:RIBCAGE] force fields (layer of steel).

Probably Deon lets people use his creature creations, but let's wait for his reply.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on November 06, 2014, 11:56:38 am
Crosspost from OldGenesis. (yeah Deon has no time to update Genesis Reborn.)
 
~-~ Come sit at my white granite table and eat bananas while sad. OldGenesis 40.15! ~-~

.13 I added: Granite has been replaced with red granite, gray granite, white granite. Because granite is super common and does come in varieties.

Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_Ironhand.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_Ironhand.zip)
Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_Phoebus.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_Phoebus.zip)
ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_ascii.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_ascii.zip)
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Sodrak Obintohe on January 11, 2015, 12:38:13 pm
Sooo, is there not goin to be any more progress/updates on the G reborn? only old genesis by Tomitapio? I really love the adv mode features of Gen Reborn, and i dont know much about the old genesis, so whats in old gen that isnt or diferenciates from reborn may i ask?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Deon on January 11, 2015, 01:50:11 pm
I am currently working on a totally new mod called "The Fall" which should have all the major features of Genesis Reborn, just a different flavor. So if you were in for alchemy, different types of megabeasts, adventure mode crafting and research system (now it won't be just for fort mode, but for adv. mode too) then you should like it.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Sodrak Obintohe on January 11, 2015, 02:37:39 pm
Ah great!! I would love to see mods in these directions, one of the things that i loved about genesis is how it adds to adventure mode, while also adding about the same to Dwarf mode, i play alot of adv and i surely loved that you can mine, chop(Your trees can no longer keep you safe elfs!) and craft in adv mode, and i hope that such new things  be also possible.

I also think that the game could use some more of immersioning features, because most of the events that happen in the game legends wich affect the adv mode and also fortress leave the player not giving any shit about nothing, like if the humans and the elfs somehow start a war (wich are extremly short) with humans, you really never get to be afected by any means, there could be ways to interact with both civilizations and profit from their weak times like selling war gear for higher price to one of the factions in the conflict wich would affect relations with both the factions on the war.it would be awesome to see civilizations with solid political situations, i am tired of seeing human armies marching on the same civilization territory because of petty conflicts inbetween the site governments groups.

I have no real experience with modding and idk the actual limits to modding DF, but i would love to see lords and powerfull ppl acting rationaly.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on January 15, 2015, 06:42:50 am
with both the factions on the war.it would be awesome to see civilizations with solid political situations, i am tired of seeing human armies marching on the same civilization territory because of petty conflicts inbetween the site governments groups.

I have no real experience with modding and idk the actual limits to modding DF, but i would love to see lords and powerfull ppl acting rationaly.
Yeah we can't mod anything armies or politics related really. We can rename, delete, add new leadership positions, and change a civ's ethics. All the leadership thinking code is in Toady's hands.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on March 16, 2015, 04:17:41 am
Crosspost for profit! Genesis Reborn is still dead, alas.
 
~´´~ Vomit fruit bits at my white granite table? OldGenesis 40.24 has come! ~´´~
Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Ironhand.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Ironhand.zip)
Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Phoebus.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Phoebus.zip)
ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_ascii.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_ascii.zip)

2015-03-16:
- updated to the mighty shiny DF 0.40.24. Took a lot of hours, since new error messages revealed loads of HAIR and FAT nagging.
- trying [USE_MATERIAL_TEMPLATE:HAIR:HAIR_YARNABLE_TEMPLATE] on the wool / yarn creatures.
So there's two HAIR material now, common non-threadmaking (too short or fragile hairs), and rare yarnable on a few animals.
- added [USE_MATERIAL_TEMPLATE:GIZZARD:GIZZARD_TEMPLATE] to all creatures that don't use a prepackaged body mat list. stupid nagging. They don't have gizzards. Do they use a standard tissue list.
- much GELDABLE. Go go gadget unicorn gelder!
- since chitin is used in forgotten beasts, they lack TANNED_CHITIN and the game nags.
I split chitin into vanilla chitin for FBs and TANNED_CHITIN_TEMPLATE (which outputs and requires TANNED_CHITIN) for OldGen critters.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Oxidus on May 01, 2016, 05:31:58 am
Why this mod doesnt have like old Genesis genitals , breasts , testicles ?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Oxidus on May 01, 2016, 05:32:42 am
Also why there is no option for me during adventure mode combat to do quick / heavy attack but only options if i slice , stab etc. ?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: vjmdhzgr on May 01, 2016, 10:09:26 am
Why this mod doesnt have like old Genesis genitals , breasts , testicles ?
Because Deon didn't want to put them in. I remember something being said about distracting from the focus of the mod, but I can't find it.

Also why there is no option for me during adventure mode combat to do quick / heavy attack but only options if i slice , stab etc. ?
Because this hasn't been updated to the most recent version. It's still for 0.34.11 where those didn't exist. Also if you post something, then have something else you wanted to say but already posted the message, you can edit it, there's a modify button in the top right.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Asin on December 10, 2016, 09:25:17 pm
Sorry for necroing, but could somebody update this to 43.05? I mean, Deon doesn't seem to be working on this anymore, so...

Edit: Hello?
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TheCspl on September 22, 2018, 01:08:25 am
Huh, yeah, this needs an update. 
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Xantalos on September 22, 2018, 02:34:27 am
Those necro skills are worthy of Deon himself!
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: George_Chickens on September 22, 2018, 02:54:50 am
Whatever happened to Deon? His mods were hands down the best for DF. Especially his Fallout mod, that was so good.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on September 22, 2018, 07:29:53 am
He's got no time for DF and modding and icon drawing, I reckon.
Latest forum posts on his profile: http://www.bay12forums.com/smf/index.php?action=profile;area=showposts;u=12326
I keep the 2010-Genesis alive and improving, under the name OldGenesis.

Probably would take 18 to 23 hours to update an old mod to 40.0x version.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: Enemy post on September 30, 2018, 11:04:59 am
I looked at my old notes for what needs to happen to update a 34.11 mod to a modern version. Among other things:

All the creatures need to be given gaits and [ATTACK_PREPARE_AND_RECOVER:3:3] tokens to replace the old SPEED system. The appropriate male creatures will need geldable flags in their castes, and you'll want to give certain creatures LOCAL_POPS_CONTROLLABLE and LOCAL_POPS_PRODUCE_HEROES for beastman adventurers and OUTSIDER_CONTROLLABLE for civilized races with outsiders.

INDIV_CONTROLLABLE can be removed from the entity files. It used to be how outsiders were generated.

Civs need the new values, instrument raws, and the various scholars. They also should have mercenaries.

The bodies need to be switched from HUMANOID and QUADRUPED to HUMANOID_NECK and QUADRUPED_NECK.

Smells and vision arcs might be nice, but aren't essential. On a similar note, you won't have demons or vaults if no civ has Dark Fortress sites. Like before, it's not strictly needed, but it's nice to have.

STRANGE_MOODS must be added to at least the playable civ or you won't have any artifacts or, well, strange moods.

ALL_MAIN_POPS_CONTROLLABLE should replace ADVENTURE_TIER.

SELECT_SYMBOL needs to be adjusted to deal with libraries.

You'll probably want to put NO_ARTIFACT_CLAIMS on any kobold-derived civs.

I know plants and trees will need to be reworked, but I've never really dealt with them.
Title: Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
Post by: TomiTapio on September 30, 2018, 09:30:44 pm
I looked at my old notes for what needs to happen to update a 34.11 mod to a modern version. Among other things:
My notes on the upgrading are at http://dffd.bay12games.com/file.php?id=12296 , 17kB. It's a real chore.