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Author Topic: Rise of the Mushroom Kingdom: No new update...yet  (Read 251653 times)

Putnam

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #60 on: June 15, 2012, 04:37:31 pm »

Doesn't a fear of underground prevent toads from living inside buildings too?

No; cave adaptation only happens underground. Above-ground buildings are not considered underground; in fact, if a tile has ever been exposed to the outside, it will never be underground.

OREOSOME

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #61 on: June 15, 2012, 10:23:47 pm »

I have a problem for this mod, I installed it a little while ago (earlier today) And as soon as i Pressed either of the world gen buttons, a white box appeared. and for the record, i am using a mac.

EDIT: this bug has happened on other mods, such as Fortbent, and was fixed as soon as i downloaded the latest community fort for said mod. Perhaps all i need is a pre embarked world?
« Last Edit: June 17, 2012, 04:40:34 pm by OREOSOME »
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IndigoFenix

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #62 on: June 16, 2012, 12:54:44 pm »

I have a problem for this mod, I installed it a little while ago (earlier today) And as soon as i Pressed either of the world gen buttons, a white box appeared. and for the record, i am using a mac.

I... have no idea what that is.  This mod only edits the raws, so I don't see any reason why it should behave differently on a mac...

kilakan

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #63 on: June 17, 2012, 08:32:30 am »

Downloading new version, looks quite a bit better then the last one I Dl'ed, overall very interesting mod!
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Vgray

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #64 on: June 17, 2012, 01:02:42 pm »

Toads sound like they would play like those farming community/succession forts that pop up from time to time.
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Superior_Tomato

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #65 on: June 17, 2012, 02:48:55 pm »

I have absolutely no modding experience what so ever, but to solve the whole toad problem, wouldn't it be easier to give them a reaction that allows them to make wooden mechanisms, so they can defend themselves until traders arrive?
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5 squares per limb, if you raise the north orthoclase bridge before sacrificing one of them so they have a straight shot to the bottom of the chasm.

Rakonas

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #66 on: June 17, 2012, 03:07:15 pm »

Bug:
As a koopa I can embark with trolls. Each troll only costs 1 value, and they arrive with clothes on. I've only genned one world, but I was hoping to be able to embark with shellcreepers.
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Putnam

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #67 on: June 17, 2012, 03:33:35 pm »

That's not a bug, just an oddity.

Rakonas

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #68 on: June 17, 2012, 04:16:03 pm »

Dear gods, I found an even stranger oddity. At first I thought little of it when some of my koopas claimed nest boxes, but right now I'm looking at a koopa egg roast. They're eating their own damn eggs.
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IndigoFenix

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #69 on: June 17, 2012, 04:30:35 pm »

Dear gods, I found an even stranger oddity. At first I thought little of it when some of my koopas claimed nest boxes, but right now I'm looking at a koopa egg roast. They're eating their own damn eggs.

That's hilarious... and bizarrely fitting :P
I've been playing as Toads and finding quite a number of oddities, like a group of migrants showing up with a Yoshi merchant as a pet ???.  I think I'm going to remove Yoshi traders entirely, it's not like they bring anything useful anyway.

Rakonas

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #70 on: June 17, 2012, 05:10:36 pm »

The helms and shells/ half-shells made at a craftsdwarves workshop wear out very quickly for one reason or another. I thought they were supposed to be armour?
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IndigoFenix

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #71 on: June 17, 2012, 05:20:20 pm »

The helms and shells/ half-shells made at a craftsdwarves workshop wear out very quickly for one reason or another. I thought they were supposed to be armour?

They ARE armor... both types of shell are [ARMORLEVEL:3], and the helms are unchanged from vanilla.  That's odd...I've never seen them wear out, and I don't see why they would.  Maybe something else is damaging them?  Like fire or something?

Vgray

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #72 on: June 17, 2012, 05:31:22 pm »

Quick question. What does your hero actually do? Apart from being your villages own personal Mario.
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Rakonas

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #73 on: June 17, 2012, 05:36:01 pm »

The helms and shells/ half-shells made at a craftsdwarves workshop wear out very quickly for one reason or another. I thought they were supposed to be armour?

They ARE armor... both types of shell are [ARMORLEVEL:3], and the helms are unchanged from vanilla.  That's odd...I've never seen them wear out, and I don't see why they would.  Maybe something else is damaging them?  Like fire or something?
I have them stored in open air, so perhaps that contributes? I've tested it with both wood and bone with all the 3 types and they all wore out for me.
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Pokon

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Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
« Reply #74 on: June 17, 2012, 06:24:40 pm »

Hmm, I am realy likeing this mod. Plenty of interesting stuff ( just found a few ghosts, as in Boo's), and the new races are thought-out. Actualy, I wish to submit a suggestion for a race: Mousers are desert-folk, realy only notworthy for there high birth rate and there willingness to steal. However, for those that are not in a conflict with them, they bring both cloth and steel in equal amounts, which could be a savoir of shyguy's who are struggeling. Also have lemons and limes, who's uniqe taste ( matiral value) is enjoyed by everyone.
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