When Living Stone is disturbed by mining, it attempts to tear itself free of the surrounding rock to move about on its own. You will receive an announcement like "Urist McMiner has awakened a creature of Living Limestone" if the miner previously made a sacrifice at an appropriate Tribute, and the Awakened Stone will be tame. Otherwise you will receive an announcement like "Urist McMiner has incurred the wrath of an Awakened Limestone", and the Awakened Stone will be hostile. There is a one-in-ten chance that a hostile Awakened Stone will be berserk. If an Awakened Stone is hostile, it will remain hostile even if it later meets a Dwarf who made an appropriate Tribute. An Awakened Stone appears to be a boulder with a face and four long, clawed arms. Its surface is made of rock and its blood is mud, but while still animated it has organic fleshy innards with familiar bones and organs. Upon death, an Awakened Stone reverts quickly to a normal boulder. | Awakened Stone â Urist likes awakened stones for their chiseled features. |
A Tribute is a 3x3 workshop constructed from three blocks of a layer stone, while an Altar is a 1x1 workshop constructed from a boulder of a layer stone. An Altar will only function if it is built inside a temple dedicated to a deity associated with an appropriate Sphere (see Secrets below). The Masonry labor is required to construct a Tribute or Altar and the Mining labor is required to perform sacrifices or extract Gem Seeds at one. The sacrifices are very expensive, so it is recommended that a Manager be used to assign a specific miner to the workshop to ensure that the intended Dwarf performs the sacrifice. | Tribute O O XXX |
These creatures were Living Stone awakened by natural causes, and as such there is no opportunity to calm them with Tributes. In fact, these creatures are perpetually angry and completely untrainable. They are also as hot as magma and always on fire. The difference between Awakened Magma and Incandescent Stone is that the former has a molten surface while the latter has a red-hot solid surface of magma-safe stone (Basalt, Chert, Dolomite, Gabbro, Quartzite or Sandstone). They are at home in subterranean magma formations, but often wander across the land in search of prey. | Awakened Magma â Urist likes awakened magmas for their mesmerizing colors. | Incandescent Stone â Urist likes incandescent stones for their hot tempers. |
A Wyrm resembles a wingless dragon, although it is covered in rock instead of scales. These fast-growing beasts attack with their bites, claws and tails, and fortunately lack the fiery breath attack of their look-alikes. Born about the size of an Awakened Stone, a Wyrm quadruples in size each week for four weeks to roughly the size of a dragon. The initial miner who released the Wyrm will probably have the easiest time killing it. Any Living Stone hot enough to emerge as a Wyrm will be hostile, but the creture is much less likely to be berserk if the miner had previously made an appropriate Tribute. | Wyrm W Urist likes wyrms for their rapid growth. |
An Awakened Storm is a huge, dense formation of clouds with four swirling arms around a central core. These arms will batter and lash nearby creatures, but the lightning that surrounds them will strike any creature in the vicinity. Lightning is far more dangerous to creatures standing in water, and that is likely because it is always raining when an Awakened Storm arrives. An Awakened Storm does not have any vital organs, so killing it requires disrupting its core. Once that is accomplished, you will be rewarded with a special Hidden Gem that cannot be acquired through mining. | Awakened Storm § Urist likes awakened storms for their swirling motion. |
If the fortress extracts a Gem Seed from a rough Hidden Gem at a Tribute, that seed can be planted in an underground farm plot to produce a Gem Vine. Each type of Hidden Gem has its own species of Gem Vine. The growths of this plant, known as "clusters," can be processed at a Still to produce 5 units of alcoholic "spirits" and a 20% chance of recovering a rough Hidden Gem. For example, an amethyst seed can grow into an amethyst vine which produces amethyst clusters; those clusters can be brought to a Still to produce amethyst spirits and possibly a rough hidden amethyst. The reaction at the Still is "brew gem cluster (g)" and requires a barrel or pot to hold the spirits. | Gem Vine " Urist likes gem vines for their gem clusters. |
These small pets are very low-maintenance because rocks don't eat or drink. Unfortunately, they will not move unless picked up by a dwarf. Pet Rocks should be pastured in meeting areas to make them more likely to be adopted, then released from the pasture in case the owner wishes to bring the new pet to work. If any Pet Rock ever did anything, no one witnessed it. | Pet Rock · Urist likes pet rocks for their inactivity. |
The next version of The Earth Strikes Back is coded up and running, but work commitments are preventing me from dedicating sufficient time for testing it. For people who like watching their computer burst into flames running untested mods, TESB_dev_build.zip is available at the "backup" site listed in the top post.What was added that's so computer combustingly buggy?
What was added that's so computer combustingly buggy?The new version adds extracting seeds from gems, which then get involved with farming. Lots of changes to plants in 0.40, so it will be interesting to see if everything works the way it's supposed to.
I think you should have AWAKENED_STONE creatures spawn in caverns rarely. It makes sense that there would be at least some at large down there having been woken by some hapless miner in another fort. That way you might get mention of them in legends.
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:1:1]
[FREQUENCY:5]
1. Living stone and hidden gems are no longer specific tiles that you could in principle locate and avoid. Now every time you mine out or carve into a tile of layer stone, there is a random chance of a Hidden Gem or an Awakened Stone. This means they no longer crowd out other minerals.May I ask how you did that?
Apparently, on this world one can be impressive enough to inspire worship by doing nothing at all.I'm pretty sure just about all deities do nothing at all. Only death gods being worshipped by people who want to be necromancers, or ones who curse people that defile their temple do anything.
(http://i8.photobucket.com/albums/a28/8gon/Nunur.png)
They do from 40.x onwards. Any diety can help a demon escape the underworld for a reason related to their sphere (so a god of heroism frees the demon so heroes can have a villain), and set angels (with sphere-based appearance) to guard the site of the demon's ascent.Apparently, on this world one can be impressive enough to inspire worship by doing nothing at all.I'm pretty sure just about all deities do nothing at all. Only death gods being worshipped by people who want to be necromancers, or ones who curse people that defile their temple do anything.
(http://i8.photobucket.com/albums/a28/8gon/Nunur.png)
The tesb-mining.lua script uses an eventful callback every time a job is completed, and if it's one of several digging jobs then the scripts checks if it was a layer stone. If it was, it rolls dice on spawning a creature. Failing that roll, it rolls dice on spawning a rough "hidden gem".Quote1. Living stone and hidden gems are no longer specific tiles that you could in principle locate and avoid. Now every time you mine out or carve into a tile of layer stone, there is a random chance of a Hidden Gem or an Awakened Stone. This means they no longer crowd out other minerals.May I ask how you did that?
miningCheck = require('plugins.eventful')
miningCheck.onJobCompleted.one=function(job)
if job.job_type >= 3 and job.job_type <= 7 then
local pos = job.pos
if caste_list[GetLayerMat(pos)] and (not GetVeinMat(pos)) and (not dfhack.maps.getTileBlock(pos).occupancy[pos.x%16][pos.y%16].item) then
if rng:drandom()<living_prob then
local command = "tesb-wake -caste " .. caste_list[GetLayerMat(pos)] .. " -location "
command = command .. "[ " .. pos.x .. " " .. pos.y .. " " .. pos.z .. " ]"
command = command .. " -miner " .. job.general_refs[0].unit_id
dfhack.run_command(command)
elseif rng:drandom()<gem_prob then
local gem = hiddenGem_list[GetLayerMat(pos)]
local gem_name = dfhack.matinfo.find(gem).material.state_name.Solid
dfhack.gui.showAnnouncement("You have struck " .. gem_name .. "!",15)
local command = "modtools/create-item -creator " .. job.general_refs[0].unit_id
command = command .. " -material \"INORGANIC:" .. gem .. "\""
command = command .. " -item ROUGH:NONE"
dfhack.run_command(command)
end
end
end
end
Well that's still not going to be all deities, probably not even half unless it's a really long world with lots of vampires.As far as I can tell Nunur never cursed anyone nor raised any spires. I wonder if the [IMMOBILE] tag on the creature (which prevents any use of interactions) has an effect on the deity.
I don't think so. It's just that gods have a random chance of freeing a demon. And for that, a worldgen demon needs to be created by the game in the first place. There are always more gods than demons, so of course only a few will ever do that. Vampires/werecreatures happen when temples are defiled by a creature for whatever reason. From the devlog, we should be seeing a lot more of that soon.Well that's still not going to be all deities, probably not even half unless it's a really long world with lots of vampires.As far as I can tell Nunur never cursed anyone nor raised any spires. I wonder if the [IMMOBILE] tag on the creature (which prevents any use of interactions) has an effect on the deity.
PTW I'm trying out 1.30 now, i really like the mod :DI'm glad you like it. I haven't tried that other mod, but I did try to compartmentalize this one to make it play well with others. You would need to insert some stuff by cut-and-paste rather than just dropping in the files, but it should all just work. (I really wish the people making mod-merge tools got together with the people making the visualizer tools, but no ever confused DF with being easy.)
Edit: Is it possible to use TESB with the more stones metals and gems mod? I'm gonna find out :D
The idea was that the ember turned everything around it into living flesh, and the stone coating is the boundary where it tore itself free from the surrounding rock. I didn't want to just do Gabbro Men with a different body shape.
I have difficulty wrapping my imagination around this creature, but I appreciate the differentiation.The Pet Rocks are made of just stone, if that makes you feel better :)
My only personal dis-preferences with this mod are the 1) mass proliferation of gem types with the hidden versions, and thus clutter / etc (further cluttering with the layer-specific gem vine farming), 2) the tribute system feeling similarly cluttery due to its layer-specific design, and 3) the general uselessness of benign awakened stones (though lots of vanilla creatures are similar in their lack of explicit uses, so~).
Regardless, it's an excellent mod, and the scripts are more than high-five worthy.Thanks, I appreciate that. The original motivation for the mod was to do something that hadn't been done before in DF. That means I've been learning a lot about how DF works, and that almost all of it requires DFHack sleight-of-hand (it is possible to spawn creatures with raw modding, but it was so unreliable that I didn't release the mod until I'd duct-taped together a 0.40 version of spawn-unit.lua). Right now, the only feature 100% in the raws is the gem vine, and even that depends on you getting your hands on a rough hidden gem that can only appear due to a script.
The original motivation for the mod was to do something that hadn't been done before in DF.
Three harder mining creatures:(From Masterwork DF, April 2013)
All rocks/ores have a chance to spawn 1-3 rock/metalwraiths.
In igneous-intrusive, the deepest layer, you might hit a balrog or soggoth.
You miner will transform, drop his gear and stand still for a time (shocked and motionless from fear)
Then the creature will spawn, with a little delay, to help your miner to get away.
Rockwraiths are weak, even copper kills them easily. Punches/Kicks wont help though.
Metalwraiths are slightly stronger, you need bronze or iron to kill them.
Balrogs are like little megabeats, send your military.
Soggots need special tactics. They multiply when an apendage gets cut off. If you send your military, you get overrun.
Use cave-ins, magma, fire, ice, obsidian, wall-ins, or kill it otherwise instantly.
QuoteThe original motivation for the mod was to do something that hadn't been done before in DF.QuoteThree harder mining creatures:(From Masterwork DF, April 2013)
All rocks/ores have a chance to spawn 1-3 rock/metalwraiths.
In igneous-intrusive, the deepest layer, you might hit a balrog or soggoth.
You miner will transform, drop his gear and stand still for a time (shocked and motionless from fear)
Then the creature will spawn, with a little delay, to help your miner to get away.
Rockwraiths are weak, even copper kills them easily. Punches/Kicks wont help though.
Metalwraiths are slightly stronger, you need bronze or iron to kill them.
Balrogs are like little megabeats, send your military.
Soggots need special tactics. They multiply when an apendage gets cut off. If you send your military, you get overrun.
Use cave-ins, magma, fire, ice, obsidian, wall-ins, or kill it otherwise instantly.
:P
QuoteThe original motivation for the mod was to do something that hadn't been done before in DF.QuoteThree harder mining creatures:(From Masterwork DF, April 2013)Spoiler (click to show/hide)
:P
The Pet Rocks are made of just stone, if that makes you feel better :)
There are some really neat tools for de-cluttering raws (Rubble, PyDwarf, etc.) but I couldn't find any way to de-clutter the interface. I made a single reaction that deftly handles processing every kind of gem cluster, but unfortunately I couldn't do the same for the Tributes. The alternative is to make a one-size-fits-all Tribute, but it would either need 72 distinct reactions or 26 and a heroic amount of micro-management from the player.
It did bother me hidden gems crowded out ordinary small clusters, but I was able to fix that in version 1.30. Now they are a rare random drop from mining a tile of layer stone. I was less worried about living stone crowding out ordinary single-tile clusters because no vanilla gems would compete for the same tiles, but the solution for hidden gems also made living stone spawn awakened stones more reliably (and who knows what other mod might be trying to add single-tile cluster gems?). The random drop method also slimmed down the mod by 24 materials and a material template.
The gem vines do clutter things up a bit, and if you prefer you can delete plant_tesb.txt to remove them. You'll end up with a redded-out menu choice on your still and the "extract gem seed" operation at a Tribute will simply destroy the rough gem.
Probably not in 1.31, but watch out for a single Tribute building to take on all of the Tribute functions.
The stumbling block, for the moment, is that there would still be 24 different types of Tribute building anyway, since I can't specify "this building can be made from any of these six specific materials." I can have a script that deconstructs the building if its materials are wrong, but if I'm going to script it I might as well go with a single building type and script the outcomes of reactions.
Suggestion:I like that idea, which actually ropes in an idea I was going to put into a completely separate mod. No one has seen that mod yet since (1) I haven't gotten it up to set-your-computer-on-fire-less-than-100%-of-the-time reliability and (2) it didn't have a decent backstory. This at least lets me piggyback on the embers-of-creation backstory that already brought us awakened stones, pet rocks and gem vines.
- A new metal (vein) that spawns strong enemies 100% of the time.
- A new gem (single stone) that spawns a megabeast-like enemy 100% of the time.
You like deep steel? Fight for it.
You want an arkenstone? Defeat it's guardian.
I checked the More Stone, Metals, Gem Mod, and the only new layer stone is Feldspar. Add Feldspar variants of Awakened Stones and Pet Rocks would spam error messages at anyone not using that mod, so the correct answer seems to be leaving that stone barren.
And glad that you're enjoying the Pet Rocks :)
3) the general uselessness of benign awakened stones (though lots of vanilla creatures are similar in their lack of explicit uses, so~).Just thought I'd mention that tame Awakened Stones can be trained as hunting or war animals. Be careful, though, because they cave-adapt.
Just thought I'd mention that tame Awakened Stones can be trained as hunting or war animals. Be careful, though, because they cave-adapt.
I would let you know if I'd ever actually set up a functional kennel :)Just thought I'd mention that tame Awakened Stones can be trained as hunting or war animals. Be careful, though, because they cave-adapt.
Oh yeah? How do they compare with dogs?
Another suggestion: Make slade diggable, but make it spawn a random demon. Creature ID for them is DEMON_X, starting with DEMON_1 to whichever demon number you permitted in worldgen, the norm is ~25.I'm not sure that would work as intended.
Same would work with FORGOTTEN_BEAST_1 ;)
Another suggestion: Make slade diggable, but make it spawn a random demon. Creature ID for them is DEMON_X, starting with DEMON_1 to whichever demon number you permitted in worldgen, the norm is ~25.
Same would work with FORGOTTEN_BEAST_1 ;)
Another suggestion: Make slade diggable, but make it spawn a random demon. Creature ID for them is DEMON_X, starting with DEMON_1 to whichever demon number you permitted in worldgen, the norm is ~25.I'm not sure that would work as intended.
Same would work with FORGOTTEN_BEAST_1 ;)But I think I'm going to work on generalizing tesb-mining.lua so that it's easier to test wacky ideas mid-game.Spoiler: As in an actual spoiler, not just folding text for convenience. (click to show/hide)
If you can make hidden gems (aka spawn item:ROUGH), can't you add hidden items? A rusty sword. A magical shield. A clockwork crossbow, made of unknown origin. A slade helmet, that makes the wearer go berserk. A strangely-hot rod, allowing the wearer to throw fireballs. Etc.The modtools/create-item.lua script can handle most inorganic items, though it's not set up for quality levels, cut gems, or anything with content. So you can drop a standard-quality sword or crossbow, but not a book. The magical items would require their own DFHackery to function, and I'm sure there are tools in the various script repositories around the forum.
If you dislike the idea, I take that one for myself. :P
Suggestion:The problem with this idea is that you could then just buy it if your civilization has access to it, and most civilizations have access to most materials, especially if you make them common enough you'd be able to find them on most embark sites.
- A new metal (vein) that spawns strong enemies 100% of the time.
- A new gem (single stone) that spawns a megabeast-like enemy 100% of the time.
You like deep steel? Fight for it.
You want an arkenstone? Defeat it's guardian.
The problem with this idea is that you could then just buy it if your civilization has access to it, and most civilizations have access to most materials, especially if you make them common enough you'd be able to find them on most embark sites.There are two ways to handle that. The first is to make the metal so damned expensive you can't buy it on embark, and probably not from a caravan until the late game. The second is make the vein use the soil template (stone, except you can't make anything out of it), and use a script to drop special stuff made out of a completely different material that has no natural environment.
Very easy solution: [SPECIAL]. Civs dont trade metals with that tag, just like dwarves do not trade adamantine.Suggestion:The problem with this idea is that you could then just buy it if your civilization has access to it, and most civilizations have access to most materials, especially if you make them common enough you'd be able to find them on most embark sites.
- A new metal (vein) that spawns strong enemies 100% of the time.
- A new gem (single stone) that spawns a megabeast-like enemy 100% of the time.
You like deep steel? Fight for it.
You want an arkenstone? Defeat it's guardian.
They can't be empty at embark, nor will they boil away on their own unless mined, but a script can watch for when a tile is exposed and remove all contiguous tiles of the "void material".Very easy solution: [SPECIAL]. Civs dont trade metals with that tag, just like dwarves do not trade adamantine.Suggestion:The problem with this idea is that you could then just buy it if your civilization has access to it, and most civilizations have access to most materials, especially if you make them common enough you'd be able to find them on most embark sites.
- A new metal (vein) that spawns strong enemies 100% of the time.
- A new gem (single stone) that spawns a megabeast-like enemy 100% of the time.
You like deep steel? Fight for it.
You want an arkenstone? Defeat it's guardian.
Dirst, can you make "voids" that are empty at embark? Aka worldgen plants a cluster or vein of a material, but as soon as you embark, the material is replaced with open-space or floors? I think it would be awesome if dwarves could run into mini-caverns, like veins that are already dug-out and you can quickly move through them. With or without creatures or items inside, just some open area would be nice.
Wyrms and generic Tribute buildings?
The goal for 1.31 is to add Wyrms as a higher-level Awakened Stone (e.g., Andesite Wyrm) plus some miscellaneous fixes and an alternate path to getting Favor.QuoteWyrms and generic Tribute buildings?
For some reason I had thought that the [SPECIAL] token was tied to the metal showing up in the lava sea, but I forgot that that's something else.Very easy solution: [SPECIAL]. Civs dont trade metals with that tag, just like dwarves do not trade adamantine.Suggestion:The problem with this idea is that you could then just buy it if your civilization has access to it, and most civilizations have access to most materials, especially if you make them common enough you'd be able to find them on most embark sites.
- A new metal (vein) that spawns strong enemies 100% of the time.
- A new gem (single stone) that spawns a megabeast-like enemy 100% of the time.
You like deep steel? Fight for it.
You want an arkenstone? Defeat it's guardian.
Dirst, can you make "voids" that are empty at embark? Aka worldgen plants a cluster or vein of a material, but as soon as you embark, the material is replaced with open-space or floors? I think it would be awesome if dwarves could run into mini-caverns, like veins that are already dug-out and you can quickly move through them. With or without creatures or items inside, just some open area would be nice.
Also please don't do that empty space thing, I might need to build walls instead of just mine them out which would mean I couldn't engrave them it sounds like a nightmare.These would be in deep areas, uncommon even there, and only 3 or 4 tiles across. Haven't thought through if they'd be pre-placed persistently, pre-placed each time the map is loaded, or truly pop up at random during mining.
Version 1.31 is posted. This changes some more stuff under the hood, but there are some new features you'll notice very soon.
1. Sometimes instead of an Awakened Stone you'll release a rocky Wyrm. These start about the same size as an Awakened Stone but grow to dragon size in four weeks.
2. Hostile Awakened Stones and Wyrms now spawn berzerk, which can change the fortunes of your miner for the worse.
3. Favor is now available by divine secret. You could actually get a migrant who already has a Favor syndrome. But don't worry, the RNG doesn't like you that much.
Well, that's because it's like a necromancer's book, except far less useful :)Version 1.31 is posted. This changes some more stuff under the hood, but there are some new features you'll notice very soon.
1. Sometimes instead of an Awakened Stone you'll release a rocky Wyrm. These start about the same size as an Awakened Stone but grow to dragon size in four weeks.
2. Hostile Awakened Stones and Wyrms now spawn berzerk, which can change the fortunes of your miner for the worse.
3. Favor is now available by divine secret. You could actually get a migrant who already has a Favor syndrome. But don't worry, the RNG doesn't like you that much.
Love it.
Could you explain 3. in more detail? It makes it sound like a necromancer book, except far less useful.
Well, that's because it's like a necromancer's book, except far less useful :)
Due to a quirk in worldgen, only people with the Immortality goal will seek out divine secrets... so these Secrets are associated with the Immortality goal. I kinda feel bad about the bait-and-switch there.
At present, anyone can get and store a slab, but only a necromancer in a tower will write s Secret into a book. A necromancer who also knows one of these Secrets will pass it on to apprentices, and write distinct books about each secret they know.
1. ok.Well, that's because it's like a necromancer's book, except far less useful :)
Due to a quirk in worldgen, only people with the Immortality goal will seek out divine secrets... so these Secrets are associated with the Immortality goal. I kinda feel bad about the bait-and-switch there.
At present, anyone can get and store a slab, but only a necromancer in a tower will write s Secret into a book. A necromancer who also knows one of these Secrets will pass it on to apprentices, and write distinct books about each secret they know.
Oh, well then. ;)
New round of ideas:
1. Awakened Stones have a variable chance to spawn benign, hostile, or hostile & berserk
2. Instead of planting gem seeds and having a ton of reactions, just have two or three reactions that accomplish the same result sans-farming with GET_ITEM_DATA to produce their results
3. Rework tribute so that it's a syndrome buff with a duration that's gained from sacrificing a hidden gem - drawing power from the living stone and embers of creation, rather than using it to pacify awakened stones
4. Wyrms always start hostile and have a chance to spawn hostile & berserk; have some lore about them
5. Instead of a secret giving the protective favor syndrome, have the Secret instead be a Rock-mancer. That is, it gives you the power to AWAKEN STONE since you learned the secrets of the embers of creation.
2: Not sure why the number of reactions is a problem; no more than three appear at any given workshop. Is it causing problems with the Manager screen, plant stockpiles, or something?
For that matter, has anyone even noticed the Stonesense graphics? :)
Yes, the plants probably aren't for everyone. If you don't want to risk a dwarf having a preference for Emerald Spirits:2: Not sure why the number of reactions is a problem; no more than three appear at any given workshop. Is it causing problems with the Manager screen, plant stockpiles, or something?
It isn't, the planting was; this skirts around that matter. Also, ELEGANCE!
The gem vines do clutter things up a bit, and if you prefer you can delete plant_tesb.txt to remove them. You'll end up with a redded-out menu choice on your still and the "extract gem seed" operation at a Tribute will simply destroy the rough gem.
Just type stonesense into the DFHack console near a few different kinds of Tributes. Stonesense has its own completely independent set of graphics assets, so it doesn't matter what graphics set you're using in the main interface. As an added bonus, you'll see my horrific attempts at drawing Awakened Stones, Pet Rocks and Wyrms.For that matter, has anyone even noticed the Stonesense graphics? :)
Are they haxalicious? I always use ASCII after changing graphics fuxed up a mod & install once. (Plus ASCII, come on)
Yes, the plants probably aren't for everyone. If you don't want to risk a dwarf having a preference for Emerald Spirits:
The gem vines do clutter things up a bit, and if you prefer you can delete plant_tesb.txt to remove them. You'll end up with a redded-out menu choice on your still and the "extract gem seed" operation at a Tribute will simply destroy the rough gem.
If no one seems to like the plants, I can try to figure out some way of putting a delay into the gem seed extraction reaction and just give you the gem clusters. You can think of the gem seed maturing in a planter/incubator/whatsit sitting in the Tribute. I do not want to make gem clusters just pop out of gems.
But I worked so hard on those plants... (sob)
Just type stonesense into the DFHack console near a few different kinds of Tributes. Stonesense has its own completely independent set of graphics assets, so it doesn't matter what graphics set you're using in the main interface. As an added bonus, you'll see my horrific attempts at drawing Awakened Stones, Pet Rocks and Wyrms.
Edit: The Incandescent Stones and Awakened Magmas use the same picture as the Awakened Stones, but with interesting color effects.
Hey so I really like your mod, and updated to v1.33 by manually adding the files to the lnp r16, like I've done previously because i also like modest mod and the expanded glazes mod. I stopped using more stones metals gems mod because some of the reactions for titanium/aluminum seem too technologically advanced but i digress... After doing a fresh install on a fresh LNP and starting a new fort, I'm not finding any fun or hidden gems, and my DFHack is spitting out this at me http://imgur.com/FGblSy6 (http://imgur.com/FGblSy6). Also I can build the workshops for all the different tributes, and built a tribute to chert, sacrificed a large gem there, and got the blue mist effect, so that parts working. Also I got pet rocks from caravans, so they're there. I have no idea how to program and stuff, but the angry red error text starts with "C:" and all my DF stuff is on my E: drive? is that it? I'ma ask my awesome programming bf when he's done playing Hots whether he knows.I wouldn't expect you to troubleshoot my code :) My initial guess from that error dump is that the script blew up when you built a trap.
I just wanna say this is my favorite mod, adds a lot of character to the fantasy of it. I think the gem plants are cool too, they kind of flesh out the world, and to me at least make the growing of underground crops feel less hacky and like they're only there so dwarves can embark on mountains/die in worldgen or something. More fleshed out you know?Thanks, I'm glad you're enjoying it.
Woops, that was me, I'll download it again.It was my fault, not yours :) The fix just requires the new files, not a new worldgen.
[BUILDING_WORKSHOP:TESB_TRIBUTE]
[NAME:Tribute]
[NAME_COLOR:7:0:0]
[DIM:3:3]
[BUILD_KEY:CUSTOM_ALT_T]
[WORK_LOCATION:2:2]
[BUILD_LABOR:MASON]
[BLOCK:1:1:0:1]
[BLOCK:2:0:0:0]
[BLOCK:3:1:0:1]
[TILE:0:1:7:',':7]
[TILE:0:2:39:96:'.']
[TILE:0:3:7:',':7]
[COLOR:0:1:MAT:MAT:MAT]
[COLOR:0:2:MAT:MAT:MAT]
[COLOR:0:3:MAT:MAT:MAT]
[TILE:1:1:'O':',':7]
[TILE:1:2:39:7:'.']
[TILE:1:3:7:',':7]
[COLOR:1:1:MAT:MAT:MAT]
[COLOR:1:2:MAT:MAT:MAT]
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Hey, after starting a new world with the pasted stuff in it I can build a tribute just fine, built one with 3 schist blocks, got a tribute to schist, seems to work. However, after mining for a bit, I notice nothing is spawning, and I look at DFHack, I'm still getting errors like this: http://imgur.com/xYtT5p0 (http://imgur.com/xYtT5p0). Haven't tried sacrificing a gem yet, but I will.The tameness is decided after the creature spawns, so a gem probably wouldn't help. You can try typing tesb-mining -living .25 into the DFHack console to temporarily dial up the chance of spawning... Or see an error.
If I provided a Rubble addon version of this mod would you maintain it? It would be made in such a way that it would be unlikely to require updating for new Rubble versions, and if I make a change to Rubble that breaks the addon I will provide a patch to fix it. Basically you would just need to make sure it stays up to date with the normal version.I wouldn't mind keeping it in sync, but actually recreating the mod from Rubble scripts sounds like a lot of work (unless you're just dumping in the raws more-or-less pre-built). Since there are 24 of a lot of things, the scripting might be helpful once the fixed cost of translating is done.
In general the only changes I would need to make for this to be Rubble compatible would be renaming some files so that they are auto-installed (changing script extensions to ".com.lua") and adding templates to register buildings and reactions, it would be easy to do in such a way that keeping two versions in sync would be trivial (most files would not need to be modified at all).
So, let's just say I'm not the best at actually playing DF, and I cant seem to get trained and tame awakened stones together at once, because I keep needing to conscript them to defend my fort. Maybe I should embark somewhere less crazy .. Anyways, I did notice that my DFHack window keeps getting spammed with this still http://imgur.com/J27kUPt (http://imgur.com/J27kUPt). Also, the wrym thing your thinking of sounds cool :3I don't run into that spam when I try test forts, but I'll get a chance to do some more in-depth testing in the next few days. Just to double-check, are you using the latest build of 1.33? I did do a couple hotfixes without incrementing the version number.
Since there are 24 of a lot of things, the scripting might be helpful once the fixed cost of translating is done.
I don't have any problem with having the mod in Rubble format... my concern was more that the mod has different kinds of interrelated assets and I wasn't sure if those were the types that interested anyone else enough to be worth including in Rubble :)Since there are 24 of a lot of things, the scripting might be helpful once the fixed cost of translating is done.
I actually have a port finished (I forgot to bring it with me, so I can't upload it, sigh). I did not use any scripting, at least not directly. Everything that I needed could be done via standard templates, so yes, it is mostly just plain raws. I did make a custom template for the tribute reactions, but that was done using the "normal" template system, not scripts.
About the only place a script would be needed is if an addon was made to install the StoneSense graphics.
Do you mind using Rubble? Because it would be easy for me to make a fully templated (no scripts, just templates) version that could be generated together with a special support addon (which I would provide, with documentation) to make a "vanilla" raw set, ready to zip and distribute. That way you could do all your modding with the templated Rubble copy (which would be around half the size, with no "almost identical" reactions and the like), then run a batch file and get a set of ready to go raws that could be distributed to non-Rubble users.
It would be a lot of work to change over now, but I would do all that :)
If you want some idea of how the raws would look fully templated download First Landing (http://www.bay12forums.com/smf/index.php?topic=151180.0), it was designed to use Rubble to it's fullest, so almost all of it's reactions are templated.
Hey, I don't really know how to definitively test this or not, but I'm not sure the .init file is working properly, it seems like if i start a new fort/resume an old fort, I can dig all day and find neither hidden gems for fun rocks, but the moment i run tesb-mining -living .002 and tesb-mining -gem .005 like you showed me earlier the gems and fun start getting mined out in reasonable amounts. I started a new fort and dug out 31x31 squares in stone layers multiple times, 3x3 long hallways across the map, nothing until i run the commands.Nice catch! I figured out what the problem is... tesb-tribute and tesb-mining where incompatible with each other, which is kinda embarrassing because they're distributed together. I'll push out a fix as soon as I can. create-unit will need to wait.
Out of curiosity, what makes TESB incompatible with First Landing? I was trying to keep this mod capable of co-existing with other mods.
the one time i tried to use the started pack merge tool it deleted my raws folder, I have no idea how it works...I think there was a missing impulse ramp in one of the minecart logic gates...
In principle, the mod could be "scripted" for arbitrary stone types if I was willing to sacrifice some detail, but I'd rather have a master list of potential stone types (with associated colors and hidden gems) then include only the ones that exist in the raws as layer stones. I remember seeing an example script that created a caste of a creature for each type of wood in the game.Out of curiosity, what makes TESB incompatible with First Landing? I was trying to keep this mod capable of co-existing with other mods.
Lots of stuff. For one thing First Landing lacks some of the layer stones (I forget which ones), most of the basic gems are gone (which would result in "hidden x" being available when "x" does not exist), and the permitted creature tag in the syndromes will obviously cause problems (but that's an easy fix).
It would have been possible to make them compatible (using the @IF_ACTIVE template or something similar) but frankly it would be a fearsome amount of work and the result would be fragile and hard to keep up to date.
There are ways to structure addons so that they can be used with radically different bases like that, but it involves lots of templates, basically you make a "library" of all the raws that do not depend on vanilla content in any way wrapped in templates, then make a different addon that uses these templates to create the actual raws used by the game. It's not really hard to do if you start that way from the begining, but would require a major rewrite now. It would be a good task to combine with a major update like moving to a new DF version, but only if you really want total compatibility with everything really badly :)
I just remembered: There is an "IF" template (I forget it's exact name, @SHARED_OBJECT_EXISTS maybe?) that triggers on existence of a "shared object" (any item that is wrapped with the proper templates, which all the materials in the standard base are). Some simple modification of the existing templates would automatically not generate castes for any stone that does not exist. No scripting required, simple and flexible. Basically if, say SLATE exists it would parse and insert the caste raws for the SLATE caste, else it would insert a message stating slate was missing. If you wanted to support new layer stones that mods may add it would just be a matter of adding the proper template call, Rubble would automatically cull unneeded ones. This would require some changes to the DeRubblizer addon, but nothing complicated.An "IF" template would handle this concept nicely, as long as it works in entities, creatures, plants, secrets, reactions, interactions and init files. The DFHack scripts would need to be hardened, but I should do that anyway. Hell, I'd be willing to load up the documentation with template tags to help the player know what to expect in that world.
I can finish templating the creature raws and make the other stuff tolerant of missing materials without making the raws much more complicated. That would make TESB First Landing compatible, which would be really cool.
Expect a patch next time I get to a library that has the needed changes for general compatibility with any base addon.
I am making a concerted effort to avoid scripting or any of the more complicated features of Rubble, I don't want something that you will have trouble working with, plus by using just the core template library this will remain compatible with Rubble versions going into the future. I will need to make some changes to the addon.meta files when Rubble 7 hits because I am changing from scripts-as-data-files to a more generic format that should be simpler to use and maintain. Technically if not for the addon.meta files the addon would be compatible with Rubble versions from... 4.x? I think? Anyway, the way things are now you won't have to worry about Rubble updates breaking anything until Rubble 7 (which is still a ways off), and that should be the only time it is a problem. Ever.
Don't worry about it too much just yet, I'll have everything ready to go in a week or so. For now just use the existing version.I incorporated the changes to bring it up to 1.35, which was just a cut-and-paste operation, and fixed one typo (the workshop NAME_COLOR was ignored). It is available in the "backup" download location now.
Unless you want to try to fix it yourself of course :) (but why would you want to when I am volunteering?)
Sadly the documentation does not support dynamic generation :) , well you could but it would be really, really hard... That would actually be something to look into for Rubble 7.
Released a Dolomite Wyrm. It promptly killed both my miners (probably because I had them attack it and didn't remember that it was made of steel) and then promptly stopped fighting anyoneThis is one of the bugs in spawn-unit. Spawned units are built trait by trait for every trait known to the DFHack devs, and something about the mind just doesn't get made. The newer create-unit takes a different approach by fooling the game into thinking for a moment that it's creating an Arena Mode test creature. The unleashed units should behave more naturally once I can get the new tool working.
Now it's just chilling in my dining room with everyone else, but it's not aggressive. It does, however, like to knock over buildings from time to time.
New Awakened Gabbros are popping out and now being listed as 'Friendly', which I guess is technically an improvement on being listed as 'Wild' and acting Friendly.Irritatingly, this didn't happen while I was testing... but I just reproduced the problem in a test fort. I'll work on this and let you know when I have a fix.
Haven't re-tested the seed reactions yet.
As soon as you are ready to move to 42.x let me know, because Rubble 7 will require some (minor) addon changes (that I will happilly make for you as per my offer to fix anything I break).Thanks for the offer, milo. I'm composing 1.40 in Rubble templates and will then generate the normal raws from that. I think I have all of the gangs-of-24 now in template form, cleaning up some inconsistencies as I go. In related news, I now hate rock salt.
Obviously this won't be usable until DFHack is working again, but if you want to get a head start you can send me a working copy for updating anytime...
I have been having an urge to run a Rubble Gnome fort now that there is a DFHack for 42.6, this will be a perfect addition!The secrets have the tags to allow mundane recording in books, and mundane research which should in theory let a scholar write a book without divine intervention. But I've yet to run a real long-term fort with a library, so I don't know how likely that is. Under 0.40 books would only be written by someone who knew the secret and ALSO had a necromancer tower.
EDIT: How hard is it to get books with the various secrets? Is it even possible?
I hate to mention this, but I think your creature file has some minor problems (that or wiki doesn't know what its talking about). Generating your addon with recent versions of Rubble reports some consistency check failures, some of which were my fault (I missed a few tags in my rules), but most of which appear to be incorrect tags. It's not very many, but you may want to give it a look.Thanks, problems definitely crept in over time, and I was hoping they would all be surfaced by making a Rubble version (a lot of the problems I found revolved around that Spawn of Evil... rock salt). I'll take a look when I get some time.
(just generate with the newest Rubble version and it will spew some warnings)
Whenever I see the name of your mod, I think of Star WarsThe name is a play on Strike The Earth!, and I had been using the abbreviation TESB for a while before I realized that to most people it looks like The Empire Strikes Back, and now I can't unsee it :)
The AI quirk is irritating. I can induce an "attack" but haven't figured out how to induce a "fight." Still working on that. Fortunately, Awakened Stones tend to appear deep in the fortress and give your militia time to try to fight them. Wyrms are almost always berserk, so they don't have this problem.crazed will work, as does opposed-to-life. curious_beast, ambush_predator, nofear, building_destroyer... lots of tags that handle AI.
(1) they are small, (2) I don't want them blocking out a wild animal population slot, (3) I don't want them appearing at the edge of map never to budge again, and (4) the wiki claims that owners of pet vermin will carry them around.1. creatures can be small too. 2. they wont, if they have no biome. 3. they dont, migrants dont bring immobile pets (I know, from my golems), 4. they dont.
Just a couple quibbles about MW's TESB: it's the only mod whose name is not Title Case, and it looks like a lot of the files have the [OBJECT:] declaration on the header line. Not sure if that's going to cause any problems.No issues with the lines in the raws files... but where is the thing with the Title Case? In the GUI, raws, forum posts?
Yes, only pasturing. But if they are vermin, you can only move them by moving their cage/terrarium.Actually I can 'N' a Pet Rock into a pasture and eventually a dorf will come by and move it. Just don't expect it to happen if you're moving trade goods.
Not sure if it was your mod or just me being out of RAM. ;)I'm not sure I've built a floor recently. Thanks for the pointer, and I'll let you know when there's a fix.
I've been spammed by constructed floors. Certainly not a workshop.
Doesn't the script affect FPS if its constantly checking every building?It only checks the building the tick it is completed, though it does have to check every single job to see if it is type 68 (building completed). There might be some measurable impact during a megaproject, but generally nothing to worry about.
Fleeing of the map is a default AI thing. If they were overmatched, they would flee from your dwarves, but stop fleeing once out of range/sight.It is sad, but not unexpected.
Ok :)Should be able to apply a syndrome to spawning Awakened Stones, but I want to allow the possibility of trapping and taming the thing. The syndrome can either wear off in time, or I can try to figure out how to watch for animal training and remove the syndrome on the first successful training session. Problem is that I don't think OPPOSED_TO_LIFE animals can be trained?
Could I make one feature request in that case? I'm not sure how your script determines which awakened stones should be hostile and which ones tame, but could you add OPPOSED_TO_LIFE to the hostile ones? That would fix it, it makes sense since stones are inorganics and not organics (they oppose organic life), and there would be proper fights. :)
It would also fit really well into my necromancer civ, which would be ignored by them. "Stone awakens. Stone looks around, sees nothing living/organic to kill; only undead shuffle about, stone ignores them".
Oh, and where was that with the lower-case mod name?
No, they cant be trained. They would attack their handlers, aka the handlers would be terrified.Any kind of booby-trapped syndrome or short lifespan will apply to trained Awakened Stones, so having the OPPOSED_TO_LIFE wear off seems like the solution. Trap the critter and wait out the syndrome, then train it. As long as cages don't stop the clock on syndromes, all will be well. If they do, you'll just need to pit them to wait out the syndrome (what could possibly go wrong?).
Wear off in time seems a good idea. That way they give you some trouble, but in case your fort cant handle them, they would leave after a while. Did you ever consider making them disappear? They spawn, fight, after X amount of time, they just turn back into stone (dying and leaving a BOULDER as itemcorpse).
And every time I hit a living stone, the game crashes within a few frames, so its even worse than I had assumed.
A save wouldnt help much, because your spawning is random. Even if I'd save and 10 seconds later the game crashes because an awakened stone was spawned, you will not have the same spawned awakened stone at the same location.The spawning is random, but this is happening a couple ticks after the spawn. They don't randomly move around in the past :)
I had 2 reports about crashes and had 1 crash myself while testing. A few ticks after an awakened stone is spawned.
Second, some players using the Masterwork version have reported crashes while an Awakened Stone is on the map. This doesn't seem to affect players using the basic mod or the Rubble version, so it is probably some odd interaction with Masterwork's other DFHackery. I don't think this version's AI tweak will fix that, so I'm still working on it. A well-timed save before a likely crash would be helpful.I just wanted to note that I did not alter any inorganics, nor your onload.init entries, it was all just drag&drop, no changes from my end.
I just wanted to note that I did not alter any inorganics, nor your onload.init entries, it was all just drag&drop, no changes from my end.I don't think it was any of that, it's just that the mod uses a lot of callbacks and they might be bumping heads with something else that MW is doing. There is also one particular bit of virtual duct-tape I used in create-unit.lua that seemed like a weak point, but it survived quite a lot of playtesting until now (rather than figure out how to add a proper wild animal population, I attributed the Awakened Stone to an existing one outside the embark area). This might fix itself if I simply set the proper invader flags on the spawned unit.
this mod comes with masterwork and i had a limestone statue turn into a living stone... but my fortress was succubii and not dwarfen so the lil dude just hung out and destroyed a door or a statue every once in a while but nothing else. what am i supposed to do with himWhen The Earth Strikes Back! is selected in Masterwork, features like Living Stone and Hidden Gems will affect anyone who digs into rock, but only the Dwarves have access to the Tribute buildings that can smooth over relations with (most) Living Stone creatures.
They look... nauseous :othey just randomly gained the hunting title in their name after i reclaimed the fortress
Were those trained as hunting animals? I can fix the greenness next version, but I should make hunting and war graphics anyway.
These guys have an ADD_COLOR tag in their creature graphic so that different castes would be different colors. Completely forgot that they are SLOW_LEARNERs and therefore can acquire a profession. I'm pretty sure I can disable profession colors but retain the caste colors. You'll see that in 2.06 whenever that comes out, and I'll try to make a distinct graphic for trained Awakened Stones.They look... nauseous :othey just randomly gained the hunting title in their name after i reclaimed the fortress
Were those trained as hunting animals? I can fix the greenness next version, but I should make hunting and war graphics anyway.
edit: i checked one of them and it had novice ambusher as it's highest ranked skill. it might have something to do with the hunting name
Apparently I bugged Milo enough to support Stonesense assets, so now the Rubble version comes pre-packaged with all of the Stonesense content.
The Earth Strikes Back! (2.06)The version number in the header (which comes from you addon.meta file) is correct, but the version in the document itself is off by one. Maybe it would be better not to put the version in the document body manually like this? (Its one more thing to forget when updating) If you really want it there I suggest you put a list of places where you have version numbers somewhere (in a comment in the addon.meta file?) so you have a reminder of where all you need to change.
Any miner knows that the surest way to prosperity is to strike the earth. Wise miners know that sometimes the earth strikes back.
A mod for Dwarf Fortress v0.42
Version 2.05
Well, as long you're taking suggestions, how about adding a way to dispense drinks from the computer so I don't need to take breaks? Coffee, soda, whatever you prefer ;)Apparently I bugged Milo enough to support Stonesense assets, so now the Rubble version comes pre-packaged with all of the Stonesense content.
You didn't "bug" me, you just gently prodded me to do something I should have done long ago :P
BTW: I just downloaded and tested your latest version (2.06). The documentation looks good, everything seems to work fine.I guess that version number doesn't need to be there. It's patterned after the OP in this thread, and it's just one more thing to forget.
Yay, no consistency check warnings! Go me (valid rules)! Go you (valid raws)!
One little (extremely minor) nitpick:QuoteThe Earth Strikes Back! (2.06)The version number in the header (which comes from you addon.meta file) is correct, but the version in the document itself is off by one. Maybe it would be better not to put the version in the document body manually like this? (Its one more thing to forget when updating) If you really want it there I suggest you put a list of places where you have version numbers somewhere (in a comment in the addon.meta file?) so you have a reminder of where all you need to change.
Any miner knows that the surest way to prosperity is to strike the earth. Wise miners know that sometimes the earth strikes back.
A mod for Dwarf Fortress v0.42
Version 2.05
A second (also fairly minor) issue is the "index.txt" files in the StoneSense content. If two addons try to install stone sense stuff they may collide... It would probably be best to use a script to edit the existing file if possible.This has me a bit worried, too, since it is a silent overwrite. But I don't know how to manipulate existing textfiles in Rubble. Ideally, it would scan the index.txt file and add a new line only if it wasn't already there. That, however, is more of a discussion for the Rubble thread.
The seeds for gem vines are costly, and the "gem cluster" fruit has a custom brewing reacton, but the plant itself is supposed to behave in familiar ways. So it should respond normally to fertilizer.
Gem farming because our Baroness likes emerald spirits and seems like an all around OK dwarf but,
Our yields seem really low. Is a cluster just a cluster or do gem farms follow other farming rules? E.g., planter skill and fertilizer?
I wish I was better at reading raws –
I tried the living magma in masterwork's arena. It melted. Is this a bug that's been fixed?After some troubleshooting, it turns out that this is a problem with Masterwork's standardized materials. A creature that contains typical tissues (fat, bone, etc.) isn't allowed to have its own melting points, etc. Everything in TESB works just fine if you turn off standardized materials.
Your welcome. Your mod sounds awesome by the way. any chance that trees could create ents when chopped? you could maybe name a special "ent" tree the same as a regular tree but doesn't drop wood, and have it spawn a ent? an ent should have [NATURAL] so it doesn't attack elves.That's a little outside the scope of this mod, but it's something that might be possible using the logic in the tesb-job-monitor script. One would need to watch for a cut-down-tree job finishing, and I don't think Lua would have access to the type of tree just chopped down so it would need to be a relatively generic ent or nymph. If someone wants to make that mod they're welcome to pilfer the script with attribution.
Is it possible to copy this mod into the the 2014 Masterwork release, on that board as Ye Olde Masterwork? If so, how? (Meaning, I tried, it didn't work. :) )Its in the new one, but the old 2014 Masterwork does not use the same dfhack, so... no. TESB uses scripts heavily.
How important are the TWBT overrides to The Earth Strikes Back!?
PyLNP currently doesn't support these things:
- Copying anything from the /data/init/ folder.
- Copying anything from the /stonesense/ folder.
- Copying PNG files.
Are you okay with The Earth Strikes Back! being bundled with Lazy Newb Packs (even if it doesn't include the "data" folder and the "stonesense" folder)?
Is it possible to copy this mod into the the 2014 Masterwork release, on that board as Ye Olde Masterwork? If so, how? (Meaning, I tried, it didn't work. :) )Like Meph said, this mod is script-heavy which makes it nigh impossible to transplant across major DF versions.
I see it says it in the OP, but I just wanted to double check – this requires DFHack, right? Just wondering if there's any point in trying to play this in Dwarf Fortress v0.43.05.You could install TESB onto a 43.05 game, but then you would only get Awakened Stones, Incandescent Stones and Awakened Magmas as rare encounters in the caverns plus Awakened Storms near the coast but without the weather effects. The changes to mining (e.g., Living Stone and Hidden Gems) would simply not occur. Tributes and Altars would not function without a lot of raw editing, but without Living Stone or Hidden Gems they are superfluous anyway. Finally, there would be no way to bring a Pet Rock or a Wyrm into existence outside the arena, and no way to generate a Gem Vine at all.
Hey,Pet Rocks are immobile on their own, and despite what the wiki said dwarves will not carry them around whether these pets are classified as vermin or normal creatures. I opted to make them not vermin so they show up nicer on the map. The only reliable way I found to shuffle Pet Rocks around is by pasturing them. The most realistic place to pasture a Pet Rock would be in the owner's bedroom, but the dining hall or similar should work just as well.
I've configured the Masterwork Mod for the first time, and from The Earth Strikes Back! mod I've only enabled pet rocks. I got a starting dwarf who likes pet rocks and adopted the pet granite I brought on embark, but he doesn't seem to carry it around with him. Any suggestions?
[REACTION_CLASS:GEM] For compatibility with MasterworkWhat's this letting it do with Masterwork?
I have reactions that allow any gem to be used. To differentiate gems from boulders, they needed a reaction class. Without the reaction-class, the reactions would accept all normal gems, but not Dirsts hidden gems.Quote[REACTION_CLASS:GEM] For compatibility with MasterworkWhat's this letting it do with Masterwork?
If you ever wonder what's going through an Awakened Stone's mind while it tries to dismember your miner, I imagine it's probably this song (https://www.youtube.com/watch?v=x5Q_TSNk-p4).
Always seems that an artists's most popular stuff is the work they can't stand themselves, are embarrassed about its simplicity, or both.If you ever wonder what's going through an Awakened Stone's mind while it tries to dismember your miner, I imagine it's probably this song (https://www.youtube.com/watch?v=x5Q_TSNk-p4).
Good one! SoundSense worthy, and the YouTube link continues the album. trivia: ever read Griegs' own comments on his In The Hall of the Mountain King for Ibsen's Peer Gynt? https://en.wikipedia.org/wiki/In_the_Hall_of_the_Mountain_King (https://en.wikipedia.org/wiki/In_the_Hall_of_the_Mountain_King) Pretty funny. Still, very dwarfy. :)
Playing this with Masterwork, tributes and altar's not showing up in construct under workshops. Could it be a DFHack compatibility issue?