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Author Topic: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.2  (Read 65759 times)

Destroid

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #30 on: February 27, 2012, 11:04:57 am »

Limemilk, not yeast.  You get limemilk from cave spore, which you can find as shrubs in the caverns, or grow yourself.

OREOSOME

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #31 on: February 27, 2012, 03:00:19 pm »

There is a specific token that is called [ALCOHOL_DEPENDENT], that if removed gets rid of the need for beer.
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Ow! How the fuck do eldritch abominations bitchslap people?
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OREOSOME

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #32 on: February 27, 2012, 03:12:23 pm »

Can you please make a version without dfusion, stonesense, and Dwarf forman? I tried my usual method for mod installing, but when i started my app for DF(i use a mac), It said the index file needs to be in the data folder, which it was. Thanks for the mod, It seems cool.
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Ow! How the fuck do eldritch abominations bitchslap people?
With our pimp tentacles, obviously.

Hugo_The_Dwarf

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #33 on: February 27, 2012, 03:17:16 pm »

Get a clean vanilla install of DF then copy vanilla DF.exe and SDL over and it should remove DFhack (or end very, very horribly.)
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Destroid

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #34 on: February 27, 2012, 04:05:08 pm »

There is a specific token that is called [ALCOHOL_DEPENDENT], that if removed gets rid of the need for beer.

The Hivers are "alcohol" dependant by design, although in this mod the basic alcohol is purified water (the streams and ponds of the Underhive are contaminated).  I guess they will drink the other water when they are in the hospital, but we do what we can.

They will, of course, drink the proper alcohols by preference, second best and wildsnake are the two implemented so far.

Can you please make a version without dfusion, stonesense, and Dwarf forman? I tried my usual method for mod installing, but when i started my app for DF(i use a mac), It said the index file needs to be in the data folder, which it was. Thanks for the mod, It seems cool.

I'll make a clean version, should be up in a couple of days at the latest.

Abregado

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #35 on: February 27, 2012, 05:41:50 pm »

We have a new set of tiles for the new creatures, scavvies and an update for the hiver graphics coming. Will release a minor fixes update soon with out new features.

ZebioLizard2

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #36 on: February 27, 2012, 06:32:03 pm »

Quote
Limemilk, not yeast.  You get limemilk from cave spore, which you can find as shrubs in the caverns, or grow yourself.

Yes I know this, I have 52 cave spores, but yet still no reactions Anywhere to make limemilk.

I can however make yeast with my blood fungus.
« Last Edit: February 27, 2012, 07:22:29 pm by ZebioLizard2 »
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Destroid

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #37 on: February 28, 2012, 03:51:11 am »

You are correct! There was a typo in the raws for the limemilk reaction, unfortunately this needs a new worldgen to fix so I have regened and created a new embark location that has all the required resources, and access to them.  The reaction will be found at the cultivatorium, as per the economic flow chart.

EDIT: Download in OP fixed.
« Last Edit: February 28, 2012, 08:17:10 am by Destroid »
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ZebioLizard2

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #38 on: February 28, 2012, 04:39:12 am »

Rockcrete is only usable as a building material after it becomes blocks right?
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Destroid

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #39 on: February 28, 2012, 04:49:31 am »

Nope you can use it just like any other stone, however because it is an economic rock is it non-usable by default.  To enable it's use go to the Z menu to stones and activate it.

ZebioLizard2

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #40 on: February 28, 2012, 05:06:05 am »

Nope you can use it just like any other stone, however because it is an economic rock is it non-usable by default.  To enable it's use go to the Z menu to stones and activate it.

Holy crap, I haven't played Dwarf fortress in so long I forgot about that.  :o I've been surviving by making buildings out of tree's!

This should make things a lot easier to say the least. Though food is still an issue.
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Abregado

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #41 on: February 28, 2012, 08:01:22 am »

wow i found that typo today and assumed I bumped something today. Ill fix it up and re-upload.

Edit: New version uploaded and OP repaired

I've been playing with MATERIAL_REACTION_PRODUCTS all day and have a few new fixes to the economy for the next release.
« Last Edit: February 28, 2012, 08:13:46 am by Abregado »
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ZebioLizard2

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #42 on: February 29, 2012, 12:11:28 am »

Doesn't seem to have any reactions for Iron slag to become Ferropas  at the smelter
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Abregado

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #43 on: February 29, 2012, 09:19:43 am »

I didnt make a custom reaction for it as it has the ORE token. You can smelt it in in the smelter using the "Smelt Iron slag reaction"

ZebioLizard2

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Re: Warhammer 40k Underhive Settlement Mod - v1.1.5
« Reply #44 on: February 29, 2012, 03:03:22 pm »

It isn't able to be smelted regardless, which is why I said no reactions.

Currently have 71 Iron slag, but the smelting option is still red and unable to be used
« Last Edit: February 29, 2012, 03:37:32 pm by ZebioLizard2 »
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