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 purposesWhy not? It's just an option. I always end up with too many rocks.
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, soProbably 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.I'm trying this out now.... how long until a phoebus version with compatible dfhack and therapist?
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?
[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]
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? :oHmm... 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.
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]
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..."
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.
I want tile version
...
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 ;).
How did I not see this thread untill now!? Genesis from the ground up? Fantastic.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.
I just hope toady's next update can be easily intergrated, and expanded upon.
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.
does this come in an ironhand tilesetThis is pure ASCII for now, but once I make tiles for the new creatures, I will release Ironhand and Phoebus versions.
plz pm
Sadly, no. You can always port it yourself, though.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 :).
Oh, and, welcome back Deon! Can we expect (somewhat) regular updates or are you still hampered by real life stuff?
Deon I had a thought.There's no orc race anymore. At least for now. There're barbarians which consist of different subraces, including orcs!
How about two orc races!
Feral orcs-seige
civil orcs-Trade goods
or something like that.
Because I try to organize everything as much as I want for now, for easier tweaking in future.
Why would you align the graphics to the raws, just for overall cleanlyness ?
Oh how I've missed you when I worked on the basis of Genesis 4 :).I'm a right fountain of ideas, I am :´]
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.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
I also need to add more undead (probably to evil regions, what do you think?) to make moonsteel more attractive to make.
Make a pet, called "tesla coil" Can be ordered from the main vault.ie. a slow-moving Pikachu... Workshop feeds them / lets them sleep-recharge.
Some kind of workshop makes a boiling stone, transforming all nearby tesla coils into "charged tesla coils"
Deon why no Ironhand tileset?It's still in alpha methinks, it should be called Genesis 4 alpha-8 not V4.4 :^9
An idea: maybe no castes for dwarves, but various food interactions that provide temporary stat boosts?If you'll have no castes, dwarves won't breed.
...Or even temporary caste changes. But I have no idea how attribute and skill gains, or even happiness for that matter, transcend such transformations.
Tantrums cuase stuff like this gruges as of now dont.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.
Deon why no Ironhand tileset?
An idea: maybe no castes for dwarves, but various food interactions that provide temporary stat boosts?If you'll have no castes, dwarves won't breed.
...Or even temporary caste changes. But I have no idea how attribute and skill gains, or even happiness for that matter, transcend such transformations.
[POP_RATIO:0]actually doesnt work. It sets back to default and they definetly appear in worldgen. 1 is the lowest you can do.
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.
do white dragons give ice magic secrets?
If not they should...
do white dragons give ice magic secrets?They currently give out eldritch secrets, which make people wizards.
If not they should...
How a bout a cat-sized Ice Slug, in the caverns, leaves a trail of frostbite-causing slime. But... hurts the FPS.I don't think you can use dwarf corpses in reactions.
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.
How a bout a cat-sized Ice Slug, in the caverns, leaves a trail of frostbite-causing slime. But... hurts the FPS.Dwarves don't like to use parts of intelligent creatures.
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.
So...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.
Would it be posible to make pie in the mod?
I actually got the save, if anyone's concerned. Just need a filehost.
Platinum bolts(27) way too heavy for adventurer to carry.That's how platinum is, bolts are pretty big.
no stabbing with longsword? But gazillion movies have that!I agree that it's possible to stab with a sword like that:
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.
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.
found "ant paste" in a lair. I have no idea.Some night creatures (vanilla) grind vermin into paste. Some of them grind bones.
drinking moon horror blood should be bad for you.That's a vanilla randomly generated monster, so no luck changing that.
-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).
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
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.
QuoteDF 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.
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.
add knees so we can take arrows to them!!
Jeweler shop offers to cut all stones :*(It's DF vanilla feature for you. You can cut any rock into gem.
basic logs 9€, green glass only 6€?I cannot make glass more pricey :(.
anaconda corpse was a green "vermin bone" symbol.Bodies should look like "bone" in Phoebus tileset.
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.
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.Okay. I have no freaking idea. It's the same issue as before. And there's nothing even hinting what could cause it.
http://www.mediafire.com/?f3id0yxwo25m4w5 hope the data helps :D
[INORGANIC] isn't a valid token.Damnit!
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 areaDid you try increasing FPS limit?
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
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.
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.
If it's infinite loop trouble the only thing to do is keep turning on and off variables until something works.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).
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?
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.
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.
Plumphelmetpunk helped me with the description of the fallen/dalesemen.
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 :).
I don't think Plump will be doing any DF LP before the next release.
Shift over? Where to? :)I'm playing 4.8 the void race seems like a good time to jump over and play them.
who can clean dwarves
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.
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
- Added sawmill, it saws one log into two blocks.Maybe 4 blocks, considering that 1 rock also gives 4 blocks...
- Added furniture workshop, it makes dining, office and bedroom sets from blocks.
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...
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?
IS there a mac version?
Meteoric iron is like steel for now, but it will have bonuses against a certain type of enemy which appear in the mod soon.
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 have generated 5 worlds, and picked warm with wood land. They all turn out to be the same map. No trees and frozen water
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.
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.
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.
- 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.
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?
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?
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?
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.
{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 functionsfunction 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
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.
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.
How about your "aim catapult" and poison-coverings ? both dfhack as well ?Yeah, check the dfhack thread, they have that as a script.
Welcome to glaciers.
When you walk off the end of the world, you will become a seal, a cave spider or something else.
I've got an updated script for companion order due to the next version.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.
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.
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."
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.
{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},
Help plzCauldrons are tools, forge them under miscellaneous in forge.
How can i get cauldron?
Where i can do rock axe and other stuff. Cant find this worckshop :'(
genesis 5.8
- Simple cheap rock hand axe from - Stonecutter's workshop in 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 now training dummy not exist?
- Cant find rocksmashing workshop from old genesis.
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.
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.
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.
How is it done?
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
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 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).
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)
Hello!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.
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.
All looks nice dennis :) just give us the Steel clan dworfs already so that Revo can pimp up his army ;)Deon thanks again for the awesome things you do with modding df which now got even better with dfhack!
btw thanks for the great work you put on genesis reborn version!
Oh yes, I select my man by pressing amoving 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.
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
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.
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.
What precisely does "Do sites currently exist" mean?
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.Thank you very much for showing up! I look forward to your playlist!
http://www.youtube.com/watch?v=3-1jbhmTDtY
I'm too retarded to learn how to embed properly.
It was a luck, a dwarf can punch one's soul gem to crush it. It's just your luck :P.
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
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.
What can do druids in fortress mode except> transform to beast and go away?OoThey 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).
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.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.
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)
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
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.
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.
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.
A little disappointed that, while I've no difficulty hewing the legs of a deathknight I only seem able to fracture/shatter their blade...Kensari does not have towns, so you just started in nord town.
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.
Are all races playable without additional modding?This mod is dwarven-centric.
someone could work on other races as a mod plugin.A little disappointed that, while I've no difficulty hewing the legs of a deathknight I only seem able to fracture/shatter their blade...Kensari does not have towns, so you just started in nord town.
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.Are all races playable without additional modding?This mod is dwarven-centric.
I'm usually pretty good at figuring things out, but the steam engine has me stumped. How the hell does that work?
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.
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.
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.
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.
DFHack has a steam engine module.
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.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).
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.
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.
He just fought in some battle during the world generation, it happens. Also it means he's some important figure, tsk tsk.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.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...
Maulkin, use the "modify" button instead of posting multiple times.
The "getting bit my mosquitos" thing isn't fixable.
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
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.
(http://i.imgur.com/SC4ZU.png)
Is it just me, or does the above picture look a lot like Ultima Vs shadowlords?
Is there a wiki or something for the mod that's updated?Nope!
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.
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.
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.
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!
5.10yeah that change ended up breaking the order menu due to the script can't register any commands outside of letters and numbers.
- Companion order menu now uses 1-9 instead of A-Z for orders to avoid confusion.
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.
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.
And how much superior is mithril compared to other metals?
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?
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.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.
Is the effects of the lifebreak permanent? Does it disappear overtime, negated, or cured?
Thanks for answering all my questions!well yeah you can't get in them but with a proper lua script you can.
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?
why is the charcoal furnace not in the game when it's reactions are?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.
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?
the "reaction_ironworks.txt"why is the charcoal furnace not in the game when it's reactions are?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.
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?
Huh. I suppose it is just an unimplemented/accidental copy over.the "reaction_ironworks.txt"why is the charcoal furnace not in the game when it's reactions are?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.
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?
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.
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.
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.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.
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?
Just a had a crash from a TRANSFORMATION. Werebeast infected a dorf victim.There must have been something out-of-order, maybe even some weird vanilla bug (most likely).
Log:Spoiler (click to show/hide)
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.
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.
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?
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.
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.
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.
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 :).
Eh, I can make em. Right now they must enter blood.
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
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
been playing dark soul's? Also sexy time to play some DF.Yep! Expect to see more swamp annoying monsters next update :P.
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.
Where's the 5.13 Phoebus download?I haven't made Phoebus version yet.
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.
Oh, and also grab the /raw/graphics/ folder and put it in your /data/save/region*/raw/ folder, it should apply the graphics fix.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.
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.
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.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
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.
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.
Deon modded necromancer is still livingNot once my undead lion got its paws on me :\.
- In fortress mode you cannot coat with poison/venom just any weapon anymore. Now only arrows, bolts and spears can be coated.
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).- 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.
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.
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.
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).- 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.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.
DFHack is already R2 in the mod.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).- 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.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.
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.
I am pretty sure DF allows only 19 companions normally.Yep.
I've started to work on a manual, so expect to be less confused soon ;).This is good news.
VERY good news! :DI've started to work on a manual, so expect to be less confused soon ;).This is good news.
/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
[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. :(
You've been playing with default worldgen settings, right? My custom curses reanimate humanoids only.Tried with advanced worldgen settings - went down in 5 minutes again - this time to 3 Void Dwellers that wandered the map. Oh dear.
However EVERY glacier reanimates humanoids, so hue hue hue.
1. i also found voidsteel and moon silver?Hah, that's a wiki for an old genesis, don't turst that one.
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
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.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).
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.
So after finding out that the IRC channel for this is dead, things happened: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.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. :(
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).
Question if I may, Mr Deon sir!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.
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?
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.
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.
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 thatlivingsurviving in a reanimating biome is so much fun, but the "interrupted by Geshud Oblotter lower right hand" starts getting on my nerves.
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.
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
Another possible bug:Actually that sounds like a really cool feature :)
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.
Possible bug report:Just a sorting issue, I still need to rework some abovegroud plants to fit in with the poison system.
Despite being in plant_aboveground.txt, hops are set to be grown only in SUBTERRANEAN_WATER. Truffles are this way as well.
Hey! Just recently found your mod, and I love 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.
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.
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 :)
workflow count BLOCKS/wood,wood2 30 10
[PRODUCT:100:2:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:2:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:WOOD]
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?
I will check it, thanks.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
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 :).
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.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 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.
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.It works just fine, both for fortress and adventure mode.
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...
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...
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.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
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.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.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
Sounds like globs from material emissions--they tend to be stockpiled in food.
You need to know how to swim to get any swimming skill from swimming.
You need to know how to swim to get any swimming skill from swimming.
[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]
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.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.
So what should I do now? How can I finish this quest without causing a war with the civ?
Bah... Disappointed there is no Phoebus Version. Favorite tileset by far.
I was sure Ironhand was the most popular :P. Oh well, I should come back to it soon and upload a phoebus version.
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 :).
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
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
-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.
-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).
-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).
-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).
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?
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, 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.
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.
Didnt I post here? I clearly remember posting here... maybe I got a 503 error or something...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).
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)
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
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.
Well sorry to say its happened again.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.
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
Well sorry to say its happened again.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.
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'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.
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" :)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.
You mention that you should build on lairs because the items there get saved. Are abandoned forts an OK place to advfort too?
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.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.
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?
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.
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
Can't be bothered to do a story on the adventures of Ragnar.You too? Why does everyone what to do this story.
Is there a way to use this with the Lazy Newb Pack?
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.
Ragnar? Like Ragnar the Red? http://www.youtube.com/watch?v=wMMm7T9C790
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.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.
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.
Aquifers are a bit more difficult, but pop caps and such are in the data/init files.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.
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 never used the whirl around attack, and I only ran through when I was sure I could slay my target.
All those settings are in init files, not raws.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.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.
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.
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.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.
Yeah just checked. Although the crafting and such isnt tht great, having different attacks is nice. Although they are kind of easy to do.
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.
Succubi are not as strong but very agile.
All those settings are in init files, not raws.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.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.
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.
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. ^^
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.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
You can make rock-tip arrows and bolts in fletcher's workshop, but no tools. Work for them! :D
You can't equip bags; you can equip backpacks.
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?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.
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
Are you sure you are playing my mod? :DI installed CLA "standalone" package into your mod. That must have messed it up. Will edit this post later after I reinstall Genesis.
Wait, discontinued?! What happened oh April 1st.I am very tempted to say that he is trolling us, or was hacked. T'was a bit too sudden. Can we get clarification?
Or not...ah well. Twas good while it lasted.
Wait, discontinued?! What happened oh April 1st.I am very tempted to say that he is trolling us, or was hacked. T'was a bit too sudden. Can we get clarification?
Or not...ah well. Twas good while it lasted.
His avatar has nothing to do with it.Wait, discontinued?! What happened oh April 1st.I am very tempted to say that he is trolling us, or was hacked. T'was a bit too sudden. Can we get clarification?
Or not...ah well. Twas good while it lasted.
Considering Deon gave a reason for "discontinued" on his Fallout Mod Thread; the "discontinued" now looks a little dodgy...
<_<
>_>
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!
+ 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
- Fire/inferno/webbing spellbolts and blocks WORK.
Blocks and spellbolts use Putnam's projectileExpansion.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
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.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.
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.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.
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.
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.
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!
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
Genesis Reborn 5.23
Doesnt this mean that the axebow uses hammer skill despite being a slashy weapon?Spoiler (click to show/hide)
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?
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!
@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
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
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.
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.
[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]
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
Metal clothing is done in the forge.
The extracts should work just fine, they used to work before. Have you tried manager menu?
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.
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...
cant tell by OP, which races are playable?
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.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.
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!
soviet-style caps and with trenchcoatsHehe, vherids soviets tileset would fit perfectly with those. How did you jump from steampunk to mother russia?
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
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.
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
De-vampirising a dwarf is actually a neat idea. That is something for my temple/priest of armok :)
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.
De-vampirising a dwarf is actually a neat idea. That is something for my temple/priest of armok :)
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
Probably Bloodbeaks.
Barring that, Centurions are pretty OP, being unfeeling war machines that can be bought quarterly from other civilizations
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.You need to "process plants (barrel)" to get poisons. Sorry that it took so long to check :).
Fancypants cancels Extract from Plants: Needs unrotten extract-bearing plant plants.
No reason (well they were based on vanilla GCS), I've just fixed that.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?
Hmm, interesting. Will this change the Houses caste, or will it be added on top of the houses, likeNope, 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.
[DWARF_ANVIL] = [DWARF_ANVIL_ROBOT]
and
[DWARF_GEARS] = [DWARF_GEARS_ROBOT]?
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.
Ahahah, automatons going crazy because they cannot wear pants and are ashamed to show their robot lower parts is extremely funny :).
Serpentfolk different sites may be hostile to each other even if from the same civ.hmm ok.
You will have to change tileset manually, this one is changed to suit the mod needs.
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 BEDThanks a lot, I will patch it up in the next release.
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 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.
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.
Yep, it makes them attack earlier.
Yep, it makes them attack earlier.
Hmm. Perhaps removing [MULTIPLE_LITTERS_RARE] then, to make sure they have the numbers required to survive worldgen?
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]
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]
Just a quick question. Do secrets have to be learned from slabs, or can they be directly learned from the dragons in question?
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.
EDIT:can someone answer this pls?
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]
EDIT:
is adding the start delay like this valid?:
i think smake and I switched souls for a second
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 happenCan you tell me how you got it? I am pretty sure I tested all arena creatures!
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?Spoiler (click to show/hide)
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 happenCan 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?
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.
Change [BUILDING_FURNACE:ADVENTURER_FORGE_ADV] to [BUILDING_WORKSHOP:ADVENTURER_FORGE_ADV] on building_adventurer.txtchanging 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).
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
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]
(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).
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.
@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).
@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!
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?Use war bronze centurions and spiders, arm dwarves with axebows, in the new version create shock troops of clockworks.
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)
[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).[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]
...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 bugIt 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.
Playing adventure mode and I've just been sent to kill a MALE Succubus.
...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 bugIt 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.
Playing adventure mode and I've just been sent to kill a MALE Succubus.
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.
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.
<3 I love how you are adding more dark soul stuff
3rd caves will be Dark Souls-style Abyss, with abysswalkers, demonic hounds etc.
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.
caverns, crystal caves, abyssSounds 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.
Deon, it is good to see you back and so active :)1) About dragons, it's INTELLIGENT, POWER and spheres.
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.Quotecaverns, crystal caves, abyssSounds 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. :)
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).
go to sleep
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.
Quote from: The ManualThe 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?
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?
NOEMOTION removes the ability to have both good and bad thoughts.
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?
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.
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
// 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]
// 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]
[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]
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.
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?
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..
Ah, Ironhand is 18x18, that may cause it if you use resolutions lower than 1920xsomething.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.
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.
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.
Invoking: gui/workflow
UNKNOWN CLASS 'dfhack_lua_viewscreen@DFHack': vtable = 0x77a7da1c
Invoking: gui/workflow
I did find it odd, though - shortly after I started playing on a fort, I had two dead hellbats. Does this happen normally?
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!
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.
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.
Subterranean crop table:
|
|
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
Occult Grove spontaneously deconstructing.From the changelog:
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
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.
It didn't work for necromancers, last time I checked.Last time I ran a Necromancer I could use bone spear
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
I have a question.Nope. Entity files are easily deleted with causing an errors (unless its the entity file of the race you wish to play as)
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?
5.31
- fire, inferno and web blocks/ammo are "wood" types (for stockpiling).
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?
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.
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.
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.
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.
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.
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.
- New building Gem Grinder; grinds gems in gem powder (glazing)
And utility spiders can be activated, but bronze centurions can't.
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.
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.
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.
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.
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.
Ugh, I changed some grass names. Press "update savegames" but move your old plant_grasses.txt in your save game raws folder.
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?
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.
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.
You get the paste from quern/millstone, from seeds.
Have you tried using manager? It could be DF pathing bug.
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.
Is there a possibility this mod has a DF Therapist built for it?
Whats the Corpsdwarf Noble Post for?
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?
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.Cement as natural stone? Huh, I thought I fixed that, it's for sure fixed in the next release :).
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.
Ok thanks Putnam.
What are Living bars and Living picks, they seem to be very oddly named for a metal.
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
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.
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?
Are inferno blocks supposed to destroy bridges made from magma-safe materials?
I will check that, that is most likely the utility issue.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)
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.That is a tricky situation... Only making someone else able to apply an interaction can fix it.
Any ideas on how I can fix this problem?
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.This is the reaction I'm using.Spoiler (click to show/hide)
[REACTION:TRANSMUTE_METAL_HALBERD] works for the other ones, so it's not the problem.
Can anyone tell me what I'm doing wrong?
The gauntlets, which I can't equip, although I can make them.
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?
et the druid-making reaction on repeat.Bad idea, autosyndrome does not work if the reaction is set on repeat.
I think there is a DFHack script that fixes this.Correct, autofixhandedness.rb by Kurik Amudnil.
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. :)
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.
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.
Pasture them ON the workshop. :)
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!
[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]
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?
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. ?
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...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.
...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).
I'm playing adventure mode and the game crashes when I go near a tomb or the center (the tower) in a big city/castleI never had a crash in the latest version, can you upload a save prior to crash?
I tried different worlds and it happened every time
[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[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]
I will make sure there's no scroll with the lighting enabled.
Oh, and while I'm spamming up the board.Dragons write books about secrets, so just find which one grants it, and voila.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.
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.
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? :(
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.
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.
Before I release the new version, I accept your suggestions for magical items/weapons/armor you want to see.
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? :)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.
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 couldn't find a place where this was answered earlier, what exactly is the point of transforming a dorf into a cultist or druid?
Thank you, I will check it tomorrow morning. Does ordering dwarves not to touch refuse/clean outside help (in the 'o'rders menu)?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)?
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.
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'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?
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.
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.
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 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.
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).
Are you sure there are 6 bars of the same armor-grade metal avaliable? I will check it.
[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]
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.
Edit: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).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....
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 leftYeah, druids are much safer in this regard :D.
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
[PERMITTED_REACTION:SACRIFICE_BONES]
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.
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. :)
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.
This is just as 3D as minecraft...I guess he's referring to the 2D view.
Any chance of a Linux version, Deon?Make sure you REMOVE vanilla raws before pasting mine! Also please share DFHack you compiled :D.
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?
Hi.1) Void dwellers? They are the ultimate enemy race in fortress mode. Their description is in the first post.
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.
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.
Make sure you REMOVE vanilla raws before pasting mine! Also please share DFHack you compiled :D.
sudo apt-get install libstdc++6:i386 libgcc1:i386 zlib1g:i386 libpng12-0:i386 libjpeg62:i386 libfreetype6:i386
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?
Does anyone know how to chop down trees in ADV mode with a simple stone axe??
Web it with catapult blocks.
I definitely need to add more anti-megabeast things now that megabeasts are actually MEGA.
Hi,
Is it just in my games or does anybody else has so much problems with crashing the genesis mod?
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.
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!!!!
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.
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
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. :)
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.
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.
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.
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?
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.
Update this mod pleaseHe's probably working on it, be patient. These things take time, you know?
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.
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.
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.
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!
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.
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.
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).
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.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.
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.
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.
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.