Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: [43.05] Desolation 1.5: Attack on Urist  (Read 29524 times)

Valikdu

  • Bay Watcher
  • Ruin... has come to our family.
    • View Profile
Re: [43.05] Desolation 1.5: Shingeki no Urist
« Reply #30 on: October 18, 2021, 12:55:03 pm »

I've made an errorlog-free version and will be testing it for now.

Coming back to DF feels good  ;D

Valikdu

  • Bay Watcher
  • Ruin... has come to our family.
    • View Profile
Re: [43.05] Desolation 1.5: Attack on Urist
« Reply #31 on: October 19, 2021, 06:08:59 pm »

Well, I've verified that the fix-sentient-butcher script work alright :D
(at least on animal people)

Valikdu

  • Bay Watcher
  • Ruin... has come to our family.
    • View Profile
Re: [43.05] Desolation 1.5: Attack on Urist
« Reply #32 on: October 22, 2021, 11:33:35 am »

I think the tissue system update that I'd previously made for the unreleased version had placed nerves on the outside of the spine, somehow. Like, the entire thing (I think the neck ususally has the same problem, but for me it was like the entire spine). So, I fixed the spines.

Also, I've added back aquifers and did some thinking on the mod-buildings. I've removed some that seemed redundant and brought their functions elsewhere.

More testing...
« Last Edit: October 22, 2021, 08:09:14 pm by Valikdu »
Logged

Valikdu

  • Bay Watcher
  • Ruin... has come to our family.
    • View Profile
Re: [43.05] Desolation 1.5: Attack on Urist
« Reply #33 on: October 25, 2021, 05:32:33 pm »

Found out that I need to redo the entity positions, since they don't work well with the new (for me) global map system.

Valikdu

  • Bay Watcher
  • Ruin... has come to our family.
    • View Profile
Re: [43.05] Desolation 1.5: Attack on Urist
« Reply #34 on: October 27, 2021, 07:09:30 am »

While I was playing with test forts, I've noticed that fish cleaners tend produce an overflowing amount of shells if the map has mussels. So I went to make reactions for turning bundles of shells into bonemold.

Then I thought about it and made reactions for all other kinds of shells - from the creatures that have shells that consist of shell material and are butchered as a distinct "shell" body part. They'll produce varying amounts of bonemold (for example, a giant desert tortoise shell is 20).
Pages: 1 2 [3]