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Author Topic: [43.05] Desolation 1.5: Attack on Urist  (Read 27397 times)

Valikdu

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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

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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

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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 »
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Valikdu

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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

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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).
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