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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1197302 times)

TomiTapio

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Re: [42.05] ۩۩۩ OldGenesis Mod ۩۩۩ - updated by TomiTapio
« Reply #9615 on: February 03, 2016, 04:36:52 pm »

~-~ Reptiles in your quires! OldGenesis 0.42.05 update is here  ~-~

Phoebus: http://dffd.bay12games.com/file.php?id=11589
Ironhand: http://dffd.bay12games.com/file.php?id=11588
ascii: http://dffd.bay12games.com/file.php?id=11593

2016-02-03: updated to 0.42.05

- vanilla's reptile changes and additions.
- listed most custom reactions in a readme file

- try to boost beastmen populations with more biomes allowed (thanks Nikitian for pointing out their civ dying out often)
- allow Illithids (mind flayers) in the tropical biomes, coz they died out often too.
- goblins and groblins to BABYSNATCHER, to guarantee hostilities. goblines' hostility is from ethics.

- Ironhand: tile 34 doublequote "toolkit with drill" is hardcoded "dead plant" too, edited the tile to be better.
- Ironhand: the REACTION_CLASS:CALCIUM_CARBONATE (calcite, chalk, limestone, marble, pink marble, pure marble) boulders look like a 3d-crystal now. To see that they're important.
- Phoebus & Ironhand: paper industry tile choices done. All instruments look like a violin/banjo.

- to build an altar of war (where you sacrifice weapons to Armok): 1 anvil, 4 shaman rings, 2 lamps, 2 warhammers, 1 helm, 4 magmasafe blocks. (lamps and shaman rings from making lots of toys)
- to build an altar of nature (where you sacrifice stuff to Armok): 1 cauldron, 2 buckets, 2 staff weapons (preferably wooden), 2 shaman rings, 2 nice log stacks.

2015-12-29: updated to 0.42.04
- vanilla 0.42.04's changes added, including the typo fixes I found in .03
- seeds from processing flax/jute/ramie/hemp/cotton/kenaf/papyrus.
- mountain goat added
- penguins got speeds (gaits)
- hoary marmot man&giant versions not added -- OldGenesis has fewer "animal man" creatures. Many silly animal men not added.

Some documentation:
Code: [Select]
_OldGenesis_ is a Dwarf Fortress mod by Deon, with loads of additions by TomiTapio.

Mod's roots go back to "DF Complete" by Deon, 2009. OldGenesis carried on Genesis 34.11 in fall 2012 while Deon went into an all-new Genesis 4.

No third party utilities are required to run the mod.

---
listing the stuff that's not in Vanilla DF.

- Adventurer crafting: just read reaction_wanderer.txt please.

- Our Workshops and their reactions:

Kiln: make a piece of an instrument, I guess from clay.

bonfire workshop by Warlord255: start a grassfire on purpose. Burn outdoor invaders! (or controlled soil-room of grass)
"Ignite large fire" very hot
"Ignite small fire"

train crutchwalking at its own workshop "Training Crutch".

Anatomical theater:
"train wound dressing"
"train suturing"
"train bone setting"
"train surgery"

Weight set:
train weights (shield)
train weights (armor)

Training dummy: sword, spear, axe, hammer, mace.

Swimming pool:
add ice (does nothing; just for fun)
Swim (swimming skill)

Play rockball at rockball field (throwing skill, they throw boulders for sport)

Obstacle course: train dodging

Philosopher's garden:
debate yourself(judging intent)
meditate(concentration)
perform a comedy (comedy skill)
perform a drama (console skill)

Screw press:
"melt ice to bucket" reaction by Malecus
"press water from plants", into bucket, reaction by Malecus
----
Kitchen:
"bake bread" from flour, needs BREAD_MAT plant-cheese.
"make candy", needs CANDY_MAT plant mill-product (sugarcane, sweet pod, crystal cane)
"feed meat to pets", for getting rid of excess tons of meat.
"feed fat to pets", just vanish it
"feed tallow to pets", just vanish it
----
Stonecutter/grinder:
Only the easily-workable stones EDGEDWEAPONROCK can be used for most of these.

"cheating rock pick", make a pick without metals. For emergencies.
"craft rock anvil"

"grind rock salt". Salt mineral into foodcomponent. (leaf of hidden plant 'saltfromminerals'.)
"grind non-economic rocks (10)" junk stones away, small chance of finding useful ore.

"craft rock axe"
"craft rock maul"
"craft rock mace"
"craft rock club"
"craft rock spear" a "crude spear" less-sharp weapon.
"craft rocktip bolts (50)" stone-age tech (uses ROCKTIP plant's wood)
"craft rocktip arrows (50)" stone-age tech (uses ROCKTIP plant's wood)

Craft rock animal trap
Craft rock chain
Craft rock crutch
Craft rock mechanism
Craft rock mechanism (magma safe)
Craft rock blocks (magma safe)
Craft cement blocks

Craft rock menacing spike
Craft rock serrated disc
Craft rock giant axe blade
Craft rock corkscrew, difficult
Craft rock spiked ball
Craft rock splint
Craft rock traction bench
Craft rock tube section

Craft rock vials
"craft rock bucket" (I've seen one on television, good for hot coals)
"craft rock flasks". It's like stone mugs, but flask/canteen shape.

Cut obsidian into gem
Cut large gem into gems

----

----

Charcoal furnace: convert cheap (value 1) wood into charcoal, convert nice wood into charcoal, convert best wood into charcoal.
"charcoal from cheap wood" 2 units of charcoal from 22-40 kg haulful of wood.
"charcoal from nice wood"
"charcoal from best wood"

Smelter:
iron ore into coarse iron, which needs further refining.
"make coke from peat"
"make coke from anthracite"
"make coke from bituminous coal"
"make coke from lignite"
"make brass bars (use ore)"
"make brass bars (use bars)"
"make bronze bars (use ore)"
"make bronze bars (use bars)"
"make pig iron bars" iron + coal -> pig iron
"make white bronze bars" CuNi, 3 copper 1 nickel -> 4 white bronze

Finishing forge:
"hammer coarse iron" pure_iron into weapons-grade iron (improve its carbon content).
"make steel bars (using pig iron)" iron+pigiron+coal -> steel

Crucible:
"make steel bars (crucible)"
"make black steel bars" ilmenite + coal + green glass -> black steel
Magma crucible: "make red steel bars (magma)" from steel and bauxite.

Blast furnace:
> Make batch of steel bars from ore
6 iron ore boulders +  3 flux stones + 4 coal -> 6 steel bars
Requires fuel
(Furnace operating)

> Make batch of steel bars from bars
6 iron bars +  3 flux stones + 4 coal -> 6 steel bars
Requires fuel
(Furnace operating)

Alchemy:
> Create artificial rubies
3 cut clear glass + gold bar = 3 cut rubies

> Create artificial star rubies
3 cut crystal glass + gold bar = 3 cut star rubies

> Transmute aluminum into mithril
aluminum bar + brimstone boulder = mithril bar + 75% brimstone boulder

> Transmute billon into tin (2 to 1)
2 billon bars + flux boulder = tin bar + 75% flux boulder

> Transmute brass into tin (2 to 1)
2 brass bars + flux boulder = tin bar + 75% flux boulder

> Transmute cobalt into iron (2 to 1)
2 cobalt bars + flux boulder = iron bar + 75% flux boulder

> Transmute copper into gold (2 to 1)
2 copper bars + flux boulder =  gold bar + 75% flux boulder

> Transmute gold into copper (2 to 1)
2 gold bars + flux boulder =  copper bar + 75% flux boulder

> Transmute gold into sun gold (2 to 1)
2 gold bars + orthoclase boulder =  sun gold bar + 75% orthoclase boulder

> Transmute lead into tin (2 to 1)
2 lead bars + flux boulder = tin bar + 75% flux boulder

> Transmute silver to moon silver (2 to 1)
2 silver bars + selenite boulder =  moon silver bar + 75% orthoclase boulder

> Transmute zinc into tin (2 to 1)
2 zinc bars + flux boulder = tin bar + 75% flux boulder

----
Furniture workshop:
craft clear glass bed (b)
craft green glass bed (B)
craft crystal glass bed (Alt+b)
craft clear glass grate (g)
craft green glass grate (G)
craft crystal glass grate (Alt+g)
craft clear glass bin (i)
craft green glass bin (I)
craft crystal glass bin (Alt+i)
craft clear glass slab (s)
craft green glass slab (S)
craft crystal glass slab (Alt+s)
craft clear glass barrel (r)
craft green glass barrel (R)
craft crystal glass barrel (Alt+r)
craft rock bed (e) - cloth on top of rock.
craft rock bin (n)
craft leather bin (l) - lighter than most wooden bins.
craft wooden millstone (m)
craft wooden quern (q)
craft wooden staff - needed for Altar of Nature
craft wooden spear - deadly enough, on wildlife
craft wooden dagger
----
Kiln:
cremate bodyparts [might want to spin the animal hair into thread first]
cremate remains [vermin bodies]
----
Altar of nature:
"sac rat remains, seeds" sacrifice vermin
"sacrifice ashes, wood" might get cave wood logs
"sac horns&teeth, seeds" get rare seeds
"sac bodyparts, ash&copper"
"sac more parts, wood" needs seven pieces in.
"cheese grows fungiwood" edible or rotten cheese in.
"make ice with nether-cap" uses air moisture. usually melts right away. Useful in zero-water embark?
----
Altar of war:
"sacrifice copper weapon" 2% chance of legendary blacksteel weapon
"sacrifice iron weapon" 4% chance of legendary bronze weapon
"sacrifice steel weapon" 8% chance of legendary blacksteel weapon
----
Minerals:
Pentlandite ore.
at the stonecutter/grinder : make cement blocks, by combining certain stones with certain sands.
much price adjustments.

- Goethite, Apatite: Goethite as a low-iron ore, appears in swampy soil; apatite as a new layer rock, with two new lead ores appearing in it.
- New metals and ores: Cobalt, Goethite (iron ore found in soil), black steel, red steel.
- Coarse iron: The iron you get from the iron ores cannot be used for weapons/armor. You have to harden it in a finishing forge
- Charcoal furnace: An effective way to make coal.
- Blast Furnace: Suited for mass-smelting.



Metals:
meteorite (good rare steel)
sun gold, elf-only
ironwood (SPELLWOOD metal), elf-only
White Bronze (CuNi, seawater corrosion resistant)



Toys:
Shaman ring, needed for building Altar of War and Altar of Nature.

Food:



Plants:
glowstring grass makes valuable thread and paper.
Blueshroom, inedible, for dye.

Biome-specific grass:
Tundra:
- polar grass, moss.
- lichen - savage region.
Not freezing:
- sparkly grass, transparent grass - good regions.
- wormy tendril, oily grass - evil regions.
- thorny grass - savage region.
- fungal eyestalks - savage evil region.

Grassland: meadow grass.
Forest: forest grass.
Savanna: savanna grass.
Swamp, marsh: swamp grass.
Mountains: highland grass.
Desert/badlands: pebble plant.

Caverns 1: cave moss, floor fungi.
Caverns 2: red moss, purple moss.
Caverns 3: crystal lichens, glassy moss.


Trees by TomiTapio:


Animals:
Pekyt, sort of cave sheep that can be farmed for ToughLeather.
Giant Floater by Vorthon


Monsters:
Bronze Statue (tough, small, slow)
Tangparral monk (adventuring melee human)
X monk (adventuring melee human)
Z monk (adventuring melee human)


Dwarf castes:
Stone Clan: Stone Clan dwarves are the most frequent caste of the mountain dwellers. They have thick skin and muscles and they almost lack pain receptors in these tissues. Also their bones are hard and heal quickly, so the frequent cave-ins they cause is not a big deal for them.
Jade Clan: Jade Clan dwarves has announced their caste by themselves. They do not possess magical powers or twisted bodies, actually they are common dwarves. But their learning abilities and mental stats make other dwarves' to look like idiots. They carefully pick new members of their caste and share their knowledge and secrets with them. They often take roles of nobles and scholars.
Obsidian Clan: Obsidian Clan dwarves possess a fire spirit of an ancient origin. They are great metalsmiths and furnace operators.
Shroom Clan: It is said that if you eat too many mushrooms and drink too much mushroom wine, your baby will be a Mushroom dwarf. These guys are extremely cheerful, sometimes even maniacal and crazy. They cannot learn as fast as other dwarves, but they can give births to multiple babies and they mature very fast. Their lowered vision doesn't stop them from trying to get anywhere you do not want them, just to see what's up with that place.
Moss Clan: It is said that Moss Clan dwarves can live anywhere. While it's not totally true, they can be good settlers in savage areas. They do not catch diseases as easy as other dwarves and their flesh heals at a lightning speed, making them easier to survive in location with a constant outside threat.
Steel Clan: Steel Clan dwarves are rarely born to a family which was blessed by a god. They take longer to mature, but they always become great heroes and strong leaders. Nobody saw a sick steel dwarf either, it looks like they just ignore any disease they encounter. Their body emanates power, and even deep wounds regenerate magically fast.
Aspid Clan: It's unknown what caused the appearance of Aspid Clan dwarven caste. Some say they were some cultists worshipping a great snake god, some say they were affected by a forgotten beasts' poison. In any case, nowadays it's possible to meet dwarves which bear the mark of the snake.
Deep Clan: It is said that Deep Clan are born to a family which was cursed by a god or an ancestor spirit. These bold beardless dark skinned abominations are paranoid and malevolent. Their body is weaker than of a dwarf, but they cannot conduct a disease. They rarely make friends and are doomed to be outcasts of the dwarven society. However they are usually good wood-, bone- and stonecrafters.
Shield Clan: The combatant mindset of Shield Clan dwarves lets them learn the ins and outs of combat quicker than their fellows. Their legs however can never be as swift as the fastest of other castes.
Domple Clan: Unfortunately, some dwarves will never realize the glory of metalworking or stonecrafting. They are slow of mind, haphazard of beard, and childlike in thought. Their blades will never strike true and even the goats will laugh at them. Learning is not for them, but they don't get distracted from their hauling duty. They are addressed as a "clan" by others with humor.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Deon

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Hello TomiTapio! I hope your day was great :). Make your own mod thread already, the title confuses people and it is easier to look for updates in the mainpost! I clearly do not maintain it for a long time already, so all credit goes to you.
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Meph

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Hello TomiTapio! I hope your day was great :). Make your own mod thread already, the title confuses people and it is easier to look for updates in the mainpost! I clearly do not maintain it for a long time already, so all credit goes to you.
Yes, please do. It is the mod that made me play mods, started me on modding and people should still enjoy it. And know that is it up to date and running. :)
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TomiTapio

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Oh all right, fellows, time to retire this mega-thread and put a little more "fresh paint" on OldGenesis.
A few months ago I started putting OldGenesis on DFFD instead of my Dropbox.

Bye-bye, giant thread.

( continues at new thread, http://www.bay12forums.com/smf/index.php?topic=156059.msg6789071#msg6789071 )

oops, still old info in my sig.
« Last Edit: February 04, 2016, 01:49:42 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Deon

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Locking it down to avoid confusion :). Thanks a lot for the dedication and great fun you provide to people!
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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