File Listing: Mecha-Genesis - A Genesis Mod | ||||||||||||||||||||||||
Last Updated: Oct 17, 2011, 11:50:12 pm First Created: Oct 17, 2011, 11:26:22 pm Author: Mechanixm
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Description
Mecha-Genesis 3.25d A Genesis Mod Combining Genesis 3.25d with TomiTapio's Additions (including Bonfire Mod) and a little Workshop Overkill by Mechanixm The main focus of this mod is to add workshops and reactions that I think add additional flavor and utility to the game while staying true to the complexity and depth of the Genesis Mod. This is a Total Conversion Mod, which means it is a stand alone product. All you have to do to get started is: 1) Download and 2) Play. Info about Genesis Mod can be found here: http://www.bay12forums.com/smf/index.php?topic=52988.0 All credits, honors, and props go to Deon, TomiTapio, and the many many others listed in the Credits section on the Genesis page. Additional Dwarf Fortress Tools and Utilities I Use Dwarf Therapist: http://www.bay12forums.com/smf/index.php?topic=66525.0 PerfectWorld: http://www.bay12forums.com/smf/index.php?topic=57428.0 Quickfort: http://www.bay12forums.com/smf/index.php?topic=35931.0 SoundSense: http://www.bay12forums.com/smf/index.php?topic=60287.0 DFHack: http://www.bay12forums.com/smf/index.php?topic=91166.0 New or Updated Workshops Furniture Workshop
Furniture Furnace
StoneCutter
Pulverizer
Block Factory
Crematorium
Unraveler
Training Workshops
Kiln
Crucible
BlastFurnace
Other Updates, Changes, and RAW Cleanup A note on workshop building materials... Through much testing on my laptop and desktop, I've noticed that having multiple building components, required to build certain workshops, will cause "Query" lag later in the game as your FPS drops. While I like the flavor of having more and more complicated building materials to build certain buildings, I like having no-lag better. Therefore, just about all buildings in my mods will now require only one building material. REACTION_CRAFTING.TXT has had all of its entries moved to the proper corresponding REACTION_%WORKSHOP%.TXT files [REACTION_CLASS:REFINE_STONE] has been added to the STONE_TEMPLATE under MATERIAL_TEMPLATE_DEFAULT. This is used for dismantling stone items at the Furniture Workshop. Aquifers have been removed from the soil and stone layers. The original files with aquifers are still in the RAW folder if you want to play with them. Just delete the files that say "-No Aquifers" and then remove the .Original extensions from the other stone and soil layers. You will see what I mean when you look at the Objects folder. There are two files you need to change. TOMITAPIO'S version did not include the change to include underground plants growing in all 4 seasons. This has been fixed. The Ironworks reaction files have been separated in to their own Reaction files. E.G. The Crucible Reactions have been moved to GENESIS_CRUCIBLE.txt. Finishing Forge reactions have been moved to GENESIS_FINISHING_FORGE.txt. I hope Deon takes this separation of RAW files in to more recognizable files to heart! The 4 reactions for steel in Ironworks have been moved to REACTION_MECHANIXM_BLASTFURNACE.txt Cacame Awemedinade may show up in engravings from time to time. Obsidian has had its tile changed to make it more easier to spot next to Andesite, Dactie, and the rest of those crappy gray stones. Un-Walkable perimeters of many workshops have been removed. You should be able to walk right through most of them. [REACTION_CLASS:SAND] has been added to inorganic_stone_soil for all sand materials. Future Plans I plan to add reactions to the Furniture Workshop and StoneCutter to target every stone based item to be made from Blocks. For example, suppose you wanted to make 10 obsidian tables. Well, create 10 obsidian blocks at the Block Factory, or wherever, and then specify that you want 10 Obsidian tables to be made at the Furniture Workshop. Something along those lines... I go by Mechanixm at both the bay12 forums and reddit. Feel free to send me a PM at either of those sites with any questions or complaints. |
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IP: logged Commands |
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