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Author Topic: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar  (Read 35751 times)

TomiTapio

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=== Barkstrip shoes, barkstrip leggings, barkstrip bags!  44.12 OldGenesis Ironhand is here§ ===
Ironhand http://dffd.bay12games.com/file.php?id=13887
The download includes my current world and fort, region 7. No sieges yet, 3 or 4 forts made in this world.
Galena/cobaltite mining zone, most of the non-aquifer places...
Existing player forts means... way nicer migrants, less gelder-poets.

Phoebus and ASCII tiles later, within 1-3 days.

« Last Edit: July 15, 2018, 03:03:28 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio, 0.44.12c, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, alchemy metal transmuting.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

TomiTapio

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=== Barkstrip shoes, barkstrip leggings, barkstrip bags!  44.12 OldGenesis is here ===
all three tilesets, see http://dffd.bay12games.com/who.php?id=1538

Changelog:
2018-07-13: OldGenesis version 44.12
- tip: MESSENGER assigning to talk to your hillocks: locations screen where assign performers and tavern keepers.
- couple of trees, and blade weed, are more frequent.
- dwarf castes adjusted, fewer Obsidian and Jade super-dwarves.
- faster brewing xp gain. (cooking gain is crap on purpose.)

Creatures:
- 15 kg spear-nosed bat nerfed a little. Then nerfed more, too ferocious, they're supposed to be a flying TRAPAVOID nuisance, not deadly. (way slower attack given.)
- HYDRA dragonlike, survivability reduced, has blood and bleeding again. It is made of flesh, not of super-regen-tissue.
- Nith friendly gnome gets TRAPAVOID.
- muskox wool value increased. Muskox milk and cheese added.
- pegasus was given the FLIER tag.
- many underground fliers were given TRAPAVOID.
« Last Edit: July 22, 2018, 12:45:29 am by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio, 0.44.12c, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, alchemy metal transmuting.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

TomiTapio

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Re: [44.12] OldGenesis mod - barkstrips, suede, fur, leather, hide
« Reply #122 on: July 19, 2018, 10:30:20 am »

slowly, OldGenesis is getting better..
--------------
2018-07-xx: OldGenesis version 44.12xx
- ?
Creatures:
- thunderbird cannot be caged, or hurt by stone-fall traps.
- mephits boosted a little.
TODO hardwood tar from oak and beech, tar from pine & birchbark. mänty-scotspine kuusi-norwayspruce koivu-birch pyökki-beech.
  "distil turpentine and tar", alchemy skill nope, use wood burner skill..
  done: reaction class [REACTION_CLASS:DISTIL_TAR]
TODO ash from cheap wood
« Last Edit: July 22, 2018, 12:45:01 am by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio, 0.44.12c, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, alchemy metal transmuting.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

TomiTapio

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Re: [44.12] OldGenesis mod - barkstrips, suede, fur, leather, hide
« Reply #123 on: July 22, 2018, 12:44:26 am »

Uploaded my current Phoebus fort: http://dffd.bay12games.com/file.php?id=13914

Spoiler (click to show/hide)

added reaction "distil turpentine and tar" at charcoal furnace (b-e-h, build with stone blocks), use wood burner skill. Tar and Turpentine are for export, can't use them yet.

Spoiler (click to show/hide)
Logged
==OldGenesis mod== by Deon & TomiTapio, 0.44.12c, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, alchemy metal transmuting.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

TomiTapio

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Re: [44.12] OldGenesis mod - barkstrips, suede, fur, leather, hide
« Reply #124 on: August 04, 2018, 05:49:42 am »

Feels like the tar and turpentine are way too low value compared to the quality chairs that come out of the "take bark strips from log stacks" reaction as byproducts. Should increase quantity and value of them.

I feel like adding oil paints, made from plant oil and dye. For export.

Anyone have creature or tree suggestions for the mod?
Logged
==OldGenesis mod== by Deon & TomiTapio, 0.44.12c, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, alchemy metal transmuting.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

Thorjelly

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Re: [44.12] OldGenesis mod - barkstrips, suede, fur, leather, hide
« Reply #125 on: August 04, 2018, 03:50:26 pm »

Hi, would this mod work properly in the linux version if I just snag the data and raw folders? Thanks.
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TomiTapio

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Re: [44.12] OldGenesis mod - barkstrips, suede, fur, leather, hide
« Reply #126 on: August 04, 2018, 04:09:07 pm »

Hi, would this mod work properly in the linux version if I just snag the data and raw folders? Thanks.
Yeah, the raws, graphics tiles, init files should work fine in the Linux and Mac versions, the init.txt and d_init.txt may need some looking at.

Might be easier to install this mod to a linux folder, delete the EXE and DLLs, and put the linux executable and libraries in. Then tune the init.txt.
Logged
==OldGenesis mod== by Deon & TomiTapio, 0.44.12c, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, alchemy metal transmuting.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

TomiTapio

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Re: [44.12] OldGenesis mod - barkstrips, suede, fur, leather, hide
« Reply #127 on: August 09, 2018, 06:44:01 am »

Yay, a Serpentfolk (naga) diplomat visited! That's rare.

Here's a 2016 Phoebus screenshot: dark dwarves in the caves.
Spoiler (click to show/hide)

A 2012 screenshot: "serpentfolk invasion! we are so dead." 
Spoiler (click to show/hide)
Logged
==OldGenesis mod== by Deon & TomiTapio, 0.44.12c, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, alchemy metal transmuting.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

TomiTapio

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Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
« Reply #128 on: August 09, 2018, 01:34:20 pm »

=== 44.12b OldGenesis  ===
see http://dffd.bay12games.com/who.php?id=1538
no Phoebus yet

Changelog:
2018-07-13: OldGenesis version 44.12
- tip: MESSENGER assigning to talk to your hillocks: locations screen where assign performers and tavern keepers.
Spoiler (click to show/hide)

2018-08-09: OldGenesis version 44.12b
- honey to value 5, mead to value 4. (best alcohols like whiskey and tequila are value 5.)
- wax value increased from 2 to 4. It's rare.
- added reaction "distil turpentine and tar" at charcoal furnace (b-e-h, build with stone blocks), use wood burner skill. Tar and Turpentine are for export, can't use them yet.
  real world: hardwood tar from oak and beech, tar from pine & birch-bark. mänty-scotspine kuusi-norwayspruce koivu-birch pyökki-beech.
  added reaction class [REACTION_CLASS:DISTIL_TAR] to six trees.
  added TAR and TURPENTINE materials, for export.
  checked: export prices are good per weight.
  test: under 1kg tar in a jug, 7coins worth... switch to barrel. test, okay, 5 tar in a barrel, value is something, can only see at trading session. Maybe 5 x 7 value of tar.

- you should embark with birch, for the bark strips (not for tar).
- hazel nuts from 1 to 5 value.
- "craft leather bin" also in leather shop now, not just furniture workshop.
- dwarf endurance boosted.
- larch now yields tar and turpentine.

- CANCEL: STEEL and SHIELD clan skills adjusted, mining and smelting learned as kids.
- oh bollocks, worldgen broke, cannot gen worlds anymore. Time to roll back changes... *sigh*

- aspid caste pop_ratio down.
- wooden backpack reaction, no longer makes quivers.

Creatures:
- thunderbird cannot be caged, or hurt by stone-fall traps. "Oh hey a T-Rex came and we captured it in a 2.2 meter wooden cage."
- mephits boosted a little.
- centaurs got bow skill and ranged_combat skill.
- beastmen boosted a bit.
Logged
==OldGenesis mod== by Deon & TomiTapio, 0.44.12c, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, alchemy metal transmuting.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

TomiTapio

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Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
« Reply #129 on: August 11, 2018, 05:21:49 am »

*copies changes from Ironhand to Phoebus, tries making Phoebus worlds, but every medium worldgen crashes*
==rollback some stuff...
Spoiler (click to show/hide)
« Last Edit: August 11, 2018, 11:32:47 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio, 0.44.12c, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, alchemy metal transmuting.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

TomiTapio

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Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
« Reply #130 on: August 11, 2018, 11:24:26 am »

Okay all three tileset versions are now up on DFFD, here's link to Phoebus, the most popular one.
Should not crash in worldgen since I fixed the hyena duplicate castes.
http://dffd.bay12games.com/file.php?id=13956
shout-out to all 150+ users of OldGenesis~


Search keywords: df world gen crash in finalizing sites.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10548 and http://www.bay12games.com/dwarves/mantisbt/view.php?id=10624
« Last Edit: August 11, 2018, 11:27:20 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio, 0.44.12c, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, alchemy metal transmuting.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

TomiTapio

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Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
« Reply #131 on: August 12, 2018, 07:58:53 am »

OldGenesis promotion time! We have a swimming pool, theatre, anatomical study, and combat training workshops.

And a sport court, crutch-walking training shop, swimming pool scrubbing, milk into hospital-water,
ice boulders into hospital water, and sacrificing weapons at the Altar of War.

Logged
==OldGenesis mod== by Deon & TomiTapio, 0.44.12c, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, alchemy metal transmuting.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

TomiTapio

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Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
« Reply #132 on: August 17, 2018, 07:39:59 am »

Aww, poor DARK DWARVES in the caves, so bored...
Spoiler (click to show/hide)

Upcoming balance changes for 44.12c:
Spoiler (click to show/hide)

Dwarf caste summary:
STEEL: soldier, leadership, charisma, engraving(male), masonry(female)
SHIELD: soldier, leatherwork
OBSIDIAN: pyrokinesis, smithing and furnace, pottery & glazing, cooking, stonecraft, intimidate with fire
JADE: scholar, bookkeeper, mechanic, light crossbow, teaching, diagnosing, appraisal, herbs, alchemy
STONE: no specialty
MOSS: recovering, poison resistance, nursing, smelt(male), mining(female)
ASPID: poison bite, dagger, lies, flattery, sneaking, dance, tracking, concentration
GLOOMER/DEEP: dagger, butchering, vermin dissecting, alchemy, bonecarving, engraving, lying, reading
SHROOM: happiness defect, fast breeding, poor eyesight. farming, weaving, clothier
DOMPLE: learning defect, milking, animal caretaking
« Last Edit: August 17, 2018, 12:57:34 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio, 0.44.12c, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, alchemy metal transmuting.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

TomiTapio

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Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
« Reply #133 on: August 24, 2018, 07:50:41 am »

Dwarven TAR liquid exports in action... after many rounds of price-tuning. 
- 42 units of tar is 1600e, more valuable than a 750e fur-leather armor. 27 kg of tar is worth two cows or two yaks. Hmm, maybe that's a bit too pricy.. Gotta reduce it a tiny bit from 38 to 35.
- a sasquatch was insanely cheap to purchase, increased price from zero to 2500.

« Last Edit: August 24, 2018, 02:29:55 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio, 0.44.12c, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, alchemy metal transmuting.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

PiggiesGoMoo

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Re: [44.12b] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
« Reply #134 on: September 03, 2018, 10:55:16 am »

New to this mod but I think it's pretty cool.

I did find something that might be a bug though. I dug down to the underworld to suicide my fort because I wanted to start over. However when I found it, the demons were not as strong as expected. All I had was a copper-equipped squad of 9 fairly inexperienced soldiers, and it was early on in the game. This is basically what happened:

None of them appeared to be the scary procedurally generated demons that rush around murdering everything. It was a swarm of striges and frost wraiths, a few umber hulks, and some other demon types that appeared to be a part of the mod's demon race?  They seemed pretty weak by comparison, considering my squad of 9 copper-armed soldiers took out 4-5 frost wraiths and striges.  I had some steel-clan dwarves in the squad to be fair, but they really weren't that well trained either.

That being said, a much bigger problem was that many of the demons fought and killed each other. If they were all unified, I doubt I would have survived. I guess in a way demons murdering each other is very "hell-like". The umber hulks fought the striges, for example. Also some fireball throwing things stayed in the underworld fighting other demons.  I guess if I waited long enough, the demons would have eventually killed me, but maybe not.

Is this a consequence of the mod, a bug, or what?

EDIT: Now that I think about it, I haven't dug to the underworld in DF since DF 34.11.  So maybe demons attacking each other also happens in vanilla, due to some change?
« Last Edit: September 03, 2018, 10:59:30 am by PiggiesGoMoo »
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