Tribal Warcrafter
Fletcher
Boneforge
Orcish Factory
Molten Pit
Blacksmoke Furnace
Damasc Forge
Ashlander Glassblower
Ancient Foundry
Raiders Drydock
Freelancers Guild
Handpump
Fluid Caster
Dismemberment Theater
Blood Bowl Pitch
Sparring Pit
Ghetto Overseer
Dwarf Labor Cell
Elf Labor Cell
Human Labor Cell
Goblin Sawmill
Goblin Quarry
Goblin Tinkerer
Goblin Muckraker
Kobold Poisoner
Kobold Thief
Kobold Textile Hut
Kobold Bonescrimmer
Caravanserai General Bazaar
Caravanserai Farmers Market
Caravanserai Arms Dealer
Caravanserai Shadowbroker
Auxill Outpost
Orc Outpost
Human Outpost
Dwarf Outpost
Elf Outpost
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste MALE
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste FEMALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste MALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste FEMALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste MALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste FEMALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste MALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste FEMALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste MALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste FEMALE
No longer needing separate forges for each size of armor!the copies should be dwarf sized.
Question about the weapons though. Which races all get access to the weapons?Currently only dwarves. I can add it as options to any race though; maybe I'll do that in a future update.
And the final little thing, I'm curious on how things are coming along with adding some of of those totem additions, like Totemhammers, and Totem Graves.When I write more kobold content, these will be in. but its not good for my productivity to randomly jump between different features and races, it makes testing harder.
QuoteAnd the final little thing, I'm curious on how things are coming along with adding some of of those totem additions, like Totemhammers, and Totem Graves.When I write more kobold content, these will be in. but its not good for my productivity to randomly jump between different features and races, it makes testing harder.
Oh, and another thing, did you check out that bug with the Spike ball trap components that I spoke about? Where they were not registering as trap components?not yet.
Um, Quick hotfix might be needed Meph. I just tried a KObold Embark, and Kobolds are missing all their base animals. I'm only able to get animals they eventually discover through World Gen.argh. Boltgun send me files, overwriting the current AddPetToCiv entries. :/
EDIT: Yeah, definately, after 3 world Gens, NONE of them have jack rats, or Helmet snakes, or any other of the 'base' creatures.
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste MALE
AddPetToCiv -civ SUCCUBUS -race SHALSWAR -caste FEMALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste MALE
AddPetToCiv -civ SUCCUBUS -race RAT_KOBOLD -caste FEMALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste MALE
AddPetToCiv -civ SUCCUBUS -race SPIDER_CAVE_GIANT -caste FEMALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste MALE
AddPetToCiv -civ SUCCUBUS -race HELMET_SNAKE -caste FEMALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste MALE
AddPetToCiv -civ SUCCUBUS -race GIANT_BARK_SCORPION -caste FEMALE
Um, Quick hotfix might be needed Meph. I just tried a KObold Embark, and Kobolds are missing all their base animals. I'm only able to get animals they eventually discover through World Gen.argh. Boltgun send me files, overwriting the current AddPetToCiv entries. :/
EDIT: Yeah, definately, after 3 world Gens, NONE of them have jack rats, or Helmet snakes, or any other of the 'base' creatures.
It only affects kobolds, thats why I didnt notice.
Just add this to the onload.init:Code: [Select]AddPetToCiv -civ KOBOLD -race SHALSWAR -caste MALE
AddPetToCiv -civ SUCCUBUS -race SHALSWAR -caste FEMALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste MALE
AddPetToCiv -civ SUCCUBUS -race RAT_KOBOLD -caste FEMALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste MALE
AddPetToCiv -civ SUCCUBUS -race SPIDER_CAVE_GIANT -caste FEMALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste MALE
AddPetToCiv -civ SUCCUBUS -race HELMET_SNAKE -caste FEMALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste MALE
AddPetToCiv -civ SUCCUBUS -race GIANT_BARK_SCORPION -caste FEMALE
argh. Boltgun send me files, overwriting the current AddPetToCiv entries. :/
It only affects kobolds, thats why I didnt notice.
Just add this to the onload.init:Code: [Select]AddPetToCiv -civ KOBOLD -race SHALSWAR -caste MALE
AddPetToCiv -civ SUCCUBUS -race SHALSWAR -caste FEMALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste MALE
AddPetToCiv -civ SUCCUBUS [-race RAT_KOBOLD -caste FEMALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste MALE
AddPetToCiv -civ SUCCUBUS-race SPIDER_CAVE_GIANT -caste FEMALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste MALE
AddPetToCiv -civ SUCCUBUS -race HELMET_SNAKE -caste FEMALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste MALE
AddPetToCiv -civ SUCCUBUS-race GIANT_BARK_SCORPION -caste FEMALE
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste MALE
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste FEMALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste MALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste FEMALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste MALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste FEMALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste MALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste FEMALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste MALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste FEMALE
QuoteQuestion about the weapons though. Which races all get access to the weapons?Currently only dwarves. I can add it as options to any race though; maybe I'll do that in a future update.
If it's not too much trouble I'd prefer to have them remain foreign for Orcs, maybe Terrible Weapons can be crafted at at the un-upgraded base Outpost and the other stuff available at the Arms Dealer and/or one of the upgraded forms of Outpost? The Orcs' selection of domestic weapons goes heavily toward "choppy" on purpose so that there's a gameplay dynamic towards raids, outposts, etc.I didnt want to add them to orcs, just add an option in the GUI to add them to orcs, if players want to. The items are disabled by default.
If it's a lot of hassle though i suppose i don't really mind it going in the forge since it's an optional feature.
Nice to see the new Masterwork growing, Meph.I did not get any reports about TESB this week, so I havent decided anything yet.
I saw that The Earth Strikes Back is still off by default. Are there any remaining stability issues, or is it more to avoid a WTF moment when someone unexpectedly gets their first Awakened Stone?
Duplicate Object: creature GIANT_WORM_STRIFE
I just experienced what I assume is a Masterwork-related bug.interesting, send me the save or region please. Sound like you enabled random pets and took a burning animals. charmane steed sounds lfameable.
I embarked with a dying Dwarven civ. The livestock comprised two plump-helmet men, a farm dromedary, and a charmane steed. The only other creatures on the map were wine ospreys and cloisterhoof goat men.
Within seconds, a fire had started either in or around the wagon. It promptly burned five dwarves to death, and then killed another through a collapsing tree. The last dwarf would probably have died as well, had I not abandoned the site there and then.
For what it's worth, this was in the error-log:Code: [Select]Duplicate Object: creature GIANT_WORM_STRIFE
EDIT: Also, the only combat report was of a log crushing my miner.
Here ye be! (http://dffd.bay12games.com/download.php?id=12092&f=region2.7z)I just experienced what I assume is a Masterwork-related bug.interesting, send me the save or region please.
I embarked with a dying Dwarven civ. The livestock comprised two plump-helmet men, a farm dromedary, and a charmane steed. The only other creatures on the map were wine ospreys and cloisterhoof goat men.
Within seconds, a fire had started either in or around the wagon. It promptly burned five dwarves to death, and then killed another through a collapsing tree. The last dwarf would probably have died as well, had I not abandoned the site there and then.
For what it's worth, this was in the error-log:Code: [Select]Duplicate Object: creature GIANT_WORM_STRIFE
EDIT: Also, the only combat report was of a log crushing my miner.
I just experienced what I assume is a Masterwork-related bug.With luck like that, no wonder the civ is dying! ;)
I embarked with a dying Dwarven civ. The livestock comprised two plump-helmet men, a farm dromedary, and a charmane steed. The only other creatures on the map were wine ospreys and cloisterhoof goat men.
Within seconds, a fire had started either in or around the wagon. It promptly burned five dwarves to death, and then killed another through a collapsing tree. The last dwarf would probably have died as well, had I not abandoned the site there and then.
It sure sounds that way, but I didn't see any mention of it in the description.I just experienced what I assume is a Masterwork-related bug.interesting, send me the save or region please. Sound like you enabled random pets and took a burning animals. charmane steed sounds lfameable.
I embarked with a dying Dwarven civ. The livestock comprised two plump-helmet men, a farm dromedary, and a charmane steed. The only other creatures on the map were wine ospreys and cloisterhoof goat men.
Within seconds, a fire had started either in or around the wagon. It promptly burned five dwarves to death, and then killed another through a collapsing tree. The last dwarf would probably have died as well, had I not abandoned the site there and then.
For what it's worth, this was in the error-log:Code: [Select]Duplicate Object: creature GIANT_WORM_STRIFE
EDIT: Also, the only combat report was of a log crushing my miner.
Hours of trial and error and I still can't figure out how to get world gen to work. I'm not doing anything different from 1.02.
your still not telling us what your genning
fast body rot seems to go really fast, it's actually really hard for me to get a good leather economy going. This happening for anyone else?I'd assume so. Its 1-3 months till everything is gone.
How exactly does the fluid caster work? I have obsidian and magma-safe containers, but can't get any of the options to go green. Same with water, I have plenty of things to store the water in, but none of them are being recognized.You build a handpump. It takes any barrel/bucket to fill with water, or steel barrel/bucket to fill with magma. These are used in the fluid caster as reagent.
Considering I'm busy raiding anyway: there are not options to unpack warlock/dark tower loot.
Some kind of DF Hack thing is intercepting my normal keystrokes and bringing stuff up that I don't want (e.g. 'F1' = DFHack Help and 'r' = some workshop interface i don't understand). I can work around not using F1, i guess, but not being able to 'r' repeat a workshop order is pretty bad. Why did this start and how do i stop it, other than quiting and restarting the game?Best guess is that you alt-tabbed out of the game at some point, and the game only registered the alt-down event, not the alt-up event. Tap alt to fix it.
Perhaps the mountinhome was infested with wereelk, or it could be your civilzation only has one member it can send out as an envoy, who happens to be a wereelk.The Benevolent and Protective Order of Elks (http://www.elks.org) seems to be very strong in this world. Also a lot less benevolent and protective.