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Author Topic: Rise of the Mushroom Kingdom: No new update...yet  (Read 250944 times)

ZebioLizard2

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Re: Rise of the Mushroom Kingdom Update 0.43: The Road is Full of Dangers
« Reply #465 on: August 03, 2014, 09:02:55 am »

Anyone know of any spritesets that work well with this one?
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UristMcDuck

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Re: Rise of the Mushroom Kingdom Update 0.43: The Road is Full of Dangers
« Reply #466 on: August 03, 2014, 05:18:37 pm »

Not to be demanding, but is there any chance of this mod -- which sounds like an utter blast! -- being made available as a pre-assembled archive where all the changes are already applied to the base game, the tile set works, and the sprite sheet functions?  I have been too spoiled by Meph and Masterwork that I'm frankly not sure where to put things.  I would really love to try this mod out someday.
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EuchreJack

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Re: Rise of the Mushroom Kingdom Update 0.43: The Road is Full of Dangers
« Reply #467 on: August 03, 2014, 07:00:58 pm »

It needs its own mushroom kingdom spiteset/tileset!  Surely someone wishes to create a tileset of koopas, shyguys, and merry toads?

Feldrain

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Re: Rise of the Mushroom Kingdom Update 0.43: The Road is Full of Dangers
« Reply #468 on: August 04, 2014, 03:10:45 pm »

It needs its own mushroom kingdom spiteset/tileset!  Surely someone wishes to create a tileset of koopas, shyguys, and merry toads?

It already has one, check the OP. Though I'm not sure if it works with the currant DF Version though, as I have tried and can't seem to find the graphics folder to place it.
 
Edit: NVM, I tried em and they work fine. Thanks emeraldWind
« Last Edit: August 04, 2014, 03:21:04 pm by Feldrain »
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EuchreJack

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Re: Rise of the Mushroom Kingdom Update 0.43: The Road is Full of Dangers
« Reply #469 on: August 06, 2014, 08:17:42 pm »

It needs its own mushroom kingdom spiteset/tileset!  Surely someone wishes to create a tileset of koopas, shyguys, and merry toads?

It already has one, check the OP. Though I'm not sure if it works with the currant DF Version though, as I have tried and can't seem to find the graphics folder to place it.
 
Edit: NVM, I tried em and they work fine. Thanks emeraldWind

YAY!  Thanks!

Lost_Deep

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Re: Rise of the Mushroom Kingdom Update 0.43: The Road is Full of Dangers
« Reply #470 on: August 08, 2014, 06:31:07 pm »

Oh... wow! I know what I'm intending to try first as soon as I'm good enough at DF to try mods! Might give some adventure mode stuff a try.

EDIT: Clever! I'll definitely have to try this now!
« Last Edit: August 08, 2014, 06:37:22 pm by Lost_Deep »
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IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #471 on: August 15, 2014, 03:09:54 am »

Updated!

Some monster populations have been altered, so they will appear more often in their proper places.  Some of it doesn't seem to work correctly though.  I still don't know why flying ? blocks don't seem to show up in Adventure Mode, despite having a high population number, frequency, and should appear in all biomes.

Also, the ROTMK Soundsense soundpack has been updated for DF2014, mostly for adventurers.  16-bit Marioesque gory explosion noises, why not.  Collecting shining coins also gets its own sound, while predator attacks and ambushes have battle music.

Also the guide is back, with background lore, adventurer hints, and a partially completed bestiary.  But it's not quite complete, and be warned that I still haven't actually tested out fort mode in DF2014.  Adventure mode is too much fun.

Baijiu

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #472 on: August 16, 2014, 07:10:48 pm »

Wow, I love how there are mushroom trees above ground now. Only thing bad is that vanilla DF mushroom trees are bugged, so after a few seasons, there are tons of unusable slopes floating in the air 1 Z level above ground. :(
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IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #473 on: August 17, 2014, 03:28:08 am »

Wow, I love how there are mushroom trees above ground now. Only thing bad is that vanilla DF mushroom trees are bugged, so after a few seasons, there are tons of unusable slopes floating in the air 1 Z level above ground. :(

That's annoying.  Well, giant mushrooms only grow in temperate shrub land biomes, so I guess just avoid embarking there in fort mode until Toady fixes them.

palu

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #474 on: August 17, 2014, 08:30:38 pm »

Which version of DF2014 is this for?
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EuchreJack

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #475 on: August 18, 2014, 01:03:12 am »

None of them break save compatibility (yet), so all of them?

IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #476 on: August 18, 2014, 02:05:12 am »

At any rate, it's entirely raw-based, so unless raw tags change it should remain that way.

I'm going to suggest the latest (4.09), as that one supposedly fixes the domestic animal population bug... so dark fortresses should now be explorable.  I haven't actually entered one yet due to FPS crashing every time I get too close.

palu

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #477 on: August 18, 2014, 08:28:46 am »

I'm talking about raw bugfixes.
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IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #478 on: August 18, 2014, 09:02:40 am »

I'm talking about raw bugfixes.

Such as?  I was under the impression that the raws were basically constant.  Except for some changes to creatures, which aren't in this mod anyway.

palu

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #479 on: August 18, 2014, 10:12:04 am »

From file changes.txt:
Quote
0.40.09:
added seeds to bag job, made bag not determine reaction amount
0.40.05:
added a missing CONNECTOR to generated lower spines, and PREVENTS_PARENT_COLLAPSE to generated upper spines
set obsidian's material values properly (UristDaVinci)
fixed topaz plural
perseverence->ance in entity values
added elven diplomat
additional typos in language_words fixed
Plant changes, don't know if you care about these
Quote
0.40.09:
finished conversion of pineapple plant out of tree format
added seed mat reaction product to quarry bush
0.40.07:
acacia flowers/seed pods got GROWTH_HOST_TILE
0.40.06:
made soybeans edible when cooked
0.40.05:
fixed several density placement mistakes in the older trees/underground megafungi of plant_standard
fixed strawberry plural
'buckwheet' fixed in a few places in plant crops
0.40.02:
Changed raw/objects/plant_standard.txt so that quarry bushes process to the correct edible leaf material.
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Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.
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