Meph, the thing is, when the piggy gave birth.... the piglets WERE NOT ironclad. They were regular cragtooth boars.
Dont know if this is the right place or to make new thread, but one of my miners is mining 10x faster than he use to and compared to other miners. I dont know what triggered this. Im using Masterwork. How do you fix this to put him back to normal? He has the same skill level as other miners who are at normal pace.
I see hes just 10x faster in general for everything
Meph, the thing is, when the piggy gave birth.... the piglets WERE NOT ironclad. They were regular cragtooth boars.
The child name in the raws just calls them regular piglets. If you check their description it should mention armour.Dont know if this is the right place or to make new thread, but one of my miners is mining 10x faster than he use to and compared to other miners. I dont know what triggered this. Im using Masterwork. How do you fix this to put him back to normal? He has the same skill level as other miners who are at normal pace.
I see hes just 10x faster in general for everything
It looks like he may have mined through a blessing of armok. It will wear off on its own eventually.
Few more newbie questions for today.1. It is meat, but any prepared meal that includes meat is also accepted. The boni can be large, for example a drink that fully heals the person that drinks it, even regenerating lost limbs.
1. Is it worth to sacrifice food and booze to armok? I have large stacks of both made by legendary cook and legendary brewer. What are the bonuses from rewards? I suspect special foods and drinks like armok's wine, armok's cookies or smth. Does it have any special properties? (the wiki mentions "meat" instead of food, so I feel like this info is a bit outdated)
2. Souls. How to get any? I have few souls, but 0 idea where they came from. Prob, through butchering animals? But in this case, not every animal posses a soul. Which ones do?
3. Looks like weight bench doesn't train endurace and toughness. Which attriutes does it affect except strength and agility?
4. Archeology.
4.1 Any comfy way to track archeologist's discoveries? Atm I just place mouse cursor over the workshop when I see an announcement, so dfhack shows me all items in a chosen tile. Not really reliable method.
4.2 What are exact bonuses from those "superior" and "legendary" titles? Is rusty legendary iron sword>steel sword of same quality?
5. How to place magma for Volcanic Oracle of Armok? "below one of the 8 boundary tiles" Boundary, relative to what? Workshop has 52 boundary tiles. Tried a few variants, doesnt work. May I ask for a picture/screenshot of how it should be done?
6. Don't you think, that sacrificing blood and praying in the shrines is too OP? If I buy metals from caravans, manufacture different stuff and sell it, I get about 150-200% AVERAGE profit. If I buy blood, sacrifice it for 10% chance of reward and sell it, I get 300-400% profit MINIMUM. But I feel like chance of receiving a reward for blood is higher than 10%. Btw, does a praying skill affects this chance?
A simple workshop that trains attributes. A dwarf can run the training reactions on repeat to raise strength, agility, toughness, spatial sense, kinetic sense and willpower4. Nope, thats it. Look at the workshop. The superior and legendary have better combat stats. But a steel sword would still be better. They are the same items you make in the weaponry yourself.
i would like to correct meph on point 2: plump helmet men do not give souls when butchered.All animals, large enough to leave butchery products, with brains give souls. (to correct myself ;) )
I can build flamethrowers (in an older version of Masterwork) but I don't know what ammo type to equip. Can someone enlighten me?They dont need ammo. They add interactions to the wielder, so a flamethrower never runs out. But the AI was using the abilities not often enough, which is the reason I removed them again.
Also, do Firecannons use normal cannon balls?
Net launchers are a bit of a mystery too. I assume they use silk as ammo canonically, but what do they need equipped practically?
Yes, they would stack.
Try hellfire turrets. They have the same attack that dragons do. and are cheaper than mages.
[REACTION:RESEARCH_LABORATORY_ROCKFORGE_STEP_ONE] //80% chance
[NAME:Conduct research in the field of Stoneforging (I)]
[BUILDING:BEASTLAB2:CUSTOM_NONE]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B:1:BLOCKS:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:C:1:ANVIL:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:90:1:TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_ONE:INORGANIC:PAPER]
[SKILL:PRESSING]
[REACTION:RESEARCH_LABORATORY_ROCKFORGE_STEP_TWO] //64% chance
[NAME:Continue rockforge research (II)]
[BUILDING:BEASTLAB2:CUSTOM_NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_ONE:INORGANIC:PAPER]
[PRODUCT:90:1:TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_TWO:INORGANIC:PAPER]
[SKILL:PRESSING][AUTOMATIC]
[REACTION:RESEARCH_LABORATORY_ROCKFORGE_STEP_THREE] 51.2% chance
[NAME:Finish rockforge research (III)]
[BUILDING:BEASTLAB2:CUSTOM_NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_TWO:INORGANIC:PAPER]
[PRODUCT:100:1:TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_DISCOVERY:INORGANIC:PAPER_DISCOVERY] => uses different mat for easier ID
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:ANNOUNCEMENT_ROCKFORGE_DISCOVERY] => creates an ingame announcement
[SKILL:PRESSING][AUTOMATIC]
[ITEM_TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_ONE]
[NAME:report:reports][VALUE:1][TILE:235][SIZE:1][MATERIAL_SIZE:1][UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_TWO]
[NAME:report:reports][VALUE:1][TILE:235][SIZE:1][MATERIAL_SIZE:1][UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_DISCOVERY]
[NAME:science discovery(rockforge):science discovery(rockforge)][VALUE:25][TILE:235][SIZE:1][MATERIAL_SIZE:1][UNIMPROVABLE]
toolkit? Are you still playing V2 or V3 ? Thats years old...
Hey, just downloaded the latest and fired up gnomes for a try; got that duplicate raw bug, where you get bizarre stone types (embarked on a whole mountain of 'paralysing').in 5.0.1? argh, sounds like that bug is still there then. if you remember what options/profiles/tilesets you changed that would be very helpful to reproduce the problem.
Has never happened to me before but I remember seeing people talk about it on the forums. Will try re-downloading.
Hey, just downloaded the latest and fired up gnomes for a try; got that duplicate raw bug, where you get bizarre stone types (embarked on a whole mountain of 'paralysing').
Has never happened to me before but I remember seeing people talk about it on the forums. Will try re-downloading.
Use prospect and check it. If you have ores cranked to the max, flux will not show up on the list, but if you prospect, it is there. Look for marble, limestone, and dolomite.
Hey, just downloaded the latest and fired up gnomes for a try; got that duplicate raw bug, where you get bizarre stone types (embarked on a whole mountain of 'paralysing').in 5.0.1? argh, sounds like that bug is still there then. if you remember what options/profiles/tilesets you changed that would be very helpful to reproduce the problem.
Has never happened to me before but I remember seeing people talk about it on the forums. Will try re-downloading.
@mightypaladin. Redownload the archive. Fresh install, different folder from your other DF stuff. Same thing happened to me, you item_tools file got borked it sounds like. This issue has been cropping up ALOT ive noticed, but just re-install masterwork. You might be able to get the world to gen the same way, good luck with that (if you particularly love your embark choice)
the problem isnt the file, the problem is the file is NOT extracting properly from the .7z archive. Pull it out manually.
Just embarked as dwarfs and one of the problems that shows up is that there is no plump helmets available or its products. I thought they always had access to underground plants. And yes there are caverns.
I'm not sold on the default-on emigration script. My first embark with 5.0.1, my Carpenters-guild dwarf just up and left as soon as they embarked. A little bit stroppy, why did he bother making the journey :) ? But if I had a legendary armoursmith up and leave like that I'd be mightily irked.Meph said he thinks he set it a fair bit too high. You can disable it by typing "emigration 0" into Dfhack
I can see how some people would enjoy the feature (and possibly if I trusted it a bit more wrt unhappy dwarfs I might), but I'd have it off by default (or at least tweakable via the GUI, couldn't see it, I'm just using 'emigration 0' in dfhack based on what the lua looks like).
The fix-armory is no issue. It simply needs a world loaded.
The second one might be an issue for Gnomes, who use this script. I did write IndigoFenix about it. He is the author of both the race as well as the script.
What exactly are souls used for? I have a bunch floating around my refuse pile and I'm unsure of what do do with them.
- Soul System. Based on an idea by Roses. Each creature leaves a soul after being butchered. Souls will wither after 2 weeks and disappear after 4 weeks. They can not be stored a long time, so you have to use them while you got them. Mass killings, be it invaders or pets, is the only way to get large amounts at the same time. Souls are used in the biology system, replacing the itemcorpses. Souls can also be sacrificed to Armok for rewards.
- Overhaul of the Religion System. Altars can now create the same items that Shrines can, with the 'Offer a soul and pray for X' reactions. These reactions are not free, but cost a soul. They have a 10% higher returnrate then the free ones. You can also sacrifice many souls or objects at the temple for 'Bloody X of Armok', which are weapons and armors. Golem Hearts have been removed from the Religion, they are no longer needed to make Golemforges. Making Wards now requires a dwarven sacrifice, so better order them from caravans.
A new religious building has been added: The Volcanic Oracle of Armok. The three Blessings of Armok have been moved to it. They now instantly affect every dwarf in the fort at the same time, and cost souls. The Guardian of Armok has also been moved to this building, and costs 25 souls. You can also create Moonsilver and Shadesilver, which cost 1 bar of silver each. They have exactly the same properties as silver, but do 30 times damage against GOOD/EVIL creatures. Moonsilver hurts evil, Shadesilver hurts good. This means you can outfit specialised squads against certain enemies, but you have to remember that silver is otherwise not a good weapon material.
Thats biomes. You bought plants that your home civ can grow, but they do not grow in the biome you embarked on. Thats perfectly normal. Its like taking plants to a glacier. You cant plant any of them. Your biomes just doesnt happen to support the plants you listed.
they should be all-biomes except cold ones.
Everytime I try to make a large world and generate it with a short history my game will start the history and then crash, is this a bug or just only effecting me?
Ok got a question. I've bought a web turret from the dwarven traders and placed it in my tower which is 1z level above the ground of my entrence. When invaders attack I see the web shooting but the webs all appear on the level of the turret and not on the targets. Is it working and hitting the targets on the ground? Or can it only fire webs on the same level?
When using the Weaponry to upgrade steel longswords (the only weapon ive tried this with), it gives me a random steel weapon back rather than an improved steel longswordopen item_weapon_melee_upgrades and change the first line OBJECT:ITEMS to OBJECT:ITEM. My bad. Thanks for the report, next version will have it fixed.
EDIT: this is in 5.01
5.03 straight out of the box. changed the tileset and added invasion races using the GUIIt probably will. Interesting. I did not anticipate this.
Caravans were empty. they brought nothing except the meat on the cattle and the clothes on their back. Went until the second dwarf caravan to see if ordering stuff from the diplomat helped. it didn't.
Making a new world to see if it repeats.
Yeah, magic feels too "end game" to me.''
By the time I research and get everything to even build the thing, my fort is nearing it's end. And if you're making it that far in, you already have a reliable military.
Which is unfortunate, because I really want to play with fire.
Turning up the embark points does nothing or am I doing something wrong? I've generated whole new worlds after I turned the points up a little.i just tested with 5.0.4 and it seems to work, although it's a bit weird. i had set it to 1649, and it actually gave 1711, no idea why. however, you can double check the Dwarf Fortress\raw\onLoad.init and verify that the points have changed.
The faction you select add it's prosperity to your embark. Larger factions with more forts on the embark map will provide higher points (and likely more types of goods the others may not have).:o
Turning up the embark points does nothing or am I doing something wrong? I've generated whole new worlds after I turned the points up a little.You could also use dfhack when looking for an embark spot and type points xxxxx
Turning up the embark points does nothing or am I doing something wrong? I've generated whole new worlds after I turned the points up a little.
Is there a quick fix for the wagons? preferably one I can just apply myself?Its fixed in 5.04 and 5.05.
am I supposed to be able to make anvils out of wicker blocks? 'cause that's just ... hilarious.Probably not. ^^ I'll fix that, make them only useable for contructions.
The weaponry doesn't seem to be working at all. This is what consistently happens:You are playing 5.03, arent you? (or older)
1. I assign "Improve battle axe"
2. A dwarf brings all the appropriate materials
3. I get "A weapon has been upgraded message"
4. The original weapon is unchanged, all other materials have vanished.
The weaponry doesn't seem to be working at all. This is what consistently happens:You are playing 5.03, arent you? (or older)
1. I assign "Improve battle axe"
2. A dwarf brings all the appropriate materials
3. I get "A weapon has been upgraded message"
4. The original weapon is unchanged, all other materials have vanished.
See the changelog: "- Fixed the header of item_weapons_melee_upgrades. This fixes the Weaponry in dwarf mode."
Just had an archaeologist uncover an "unknown material red marker" from restoring a relic
Useful, useless, or bug? (He also got a lot of mithril items, so that's nice.)
So that's where the necromorphs came from. Is it a one time spawning thing? I killed the first group easily.
First things first, this is in Masterwork mod, dwarf mode. I started my game at year 50, it is year 55.
I just happened to be looking at one of myleechesdwarven children and noticed that Rovod Udilrinal only has a mother listed under the relationships tab. He does have an older sister who also only has a mother listed. (I have found two more kids of single moms, and a child of a single dad, all 4 of them were not born in my fort.
Are single moms a new thing here? I mean, that's not a problem, but it is highly suspicious.
While trying to remember which child I was looking for, I noticed another weird child, Gamlatbecor ("Spewtemptations"), who apparently does not have a 2 part name like the majority of the members of my fort, though finding another one (a mason named Zardumed "Outrageousfortification" which is an AWESOME name) has not reassured me much. (And another one, Butcher, Zuglarzoden "Shiphoused".)
The kid's parents have normal names and so does his older brother. He is 3 years old. He is a legionnaire in his thoughts and preferences. He has not claimed a room for himself but his parents have and he sleeps there.
The Mason is married and has TEN kids. He is one of those weird dwarves appearing to be born before the world was created (my world is 55 years old, he has the appearance of someone 102 years old). He is a marksman in his thoughts and preferences. The mason has claimed a room for himself. NONE of his 10 kids or his wife are in my fort (this is really suspect).
The butcher is *not* married, and only has passing acquaintances. He has not claimed a room or property for himself. He is 38. He is also unquestionably weak (lol).
None of these single named dwarves have anything in common, aside from the fact that they don't have "last names" or whatever.
Is this normal? I mean, the kid not having a dad, is unexpected enough, but the one name dwarves have me REALLY paranoid. There is so much that can go fun in a fort, and I'm suspicious of these 4 dwarves. Suspicious enough that I might just decide to bury them and move on.
Has anyone else noticed anything like this? What happened with the odd dwarves?
A quick check of my fort has thrown up several dwarves without parents on the Relationships screen at all. My guess is that only dwarves currently in your fortress show up, or that maybe the parents of migrants were "culled" as unimportant historical figures during worldgen? Either way, you could probably find out more by creating a copy of your save, abandoning it, exporting all of the legends data, and looking up the dwarves in question with Legends Viewer.
It looks like unicorns don't work as pack animals. The elves showed up the second spring with nothing again, using unicorns as their pack animals, even though I had requested stuff.Please state the version number.
Not that it really matters since every single one of my dwarves has the bubonic plague, despite my having turned diseases off. So I guess that would be a second problem.
It looks like unicorns don't work as pack animals. The elves showed up the second spring with nothing again, using unicorns as their pack animals, even though I had requested stuff.Please state the version number.
Not that it really matters since every single one of my dwarves has the bubonic plague, despite my having turned diseases off. So I guess that would be a second problem.
I can confirm the v5.05 elven unicorn problem.
No wagon, unicorn as the pack animal, ZERO trade goods. Welp, i guess if they wont bring me stuff, i will force them to bring me lots of bodies to butcher, and lots of mithril items to melt down. 8) declaring war is fun
There is a bug where when traders who came to your fort as part of a caravan may try to migrate to your fort some time afterwards, but for some reason still think that they are there to trade. Use the 'v'iew option to select them, then type 'tweak fixmigrant' into the DFHack window to fix them.
Hey Meph, quick issue,Yes, makeown. See the dfhack readme. Its a vanilla bug.
I'm playing on 5.01, want to put a few years into this fort before going up to 5.05
Migrants are showing up and instantly going "Friendly" instead of civ members. They just hang out on the edges of the map, and only show up on the "others" tab of the units screen. Can't do anything with 'em.
Is there a DFhack command to make a unit a civ member?
Hey Meph, quick issue,Yes, makeown. See the dfhack readme. Its a vanilla bug.
I'm playing on 5.01, want to put a few years into this fort before going up to 5.05
Migrants are showing up and instantly going "Friendly" instead of civ members. They just hang out on the edges of the map, and only show up on the "others" tab of the units screen. Can't do anything with 'em.
Is there a DFhack command to make a unit a civ member?
Since more people are reporting bugs over here and my problem is related to MW Dwarf mode, this is a repost from another thread (so apologies if you saw it and thought: 'What a loser, I'm not answering that. I hope he dies.'): http://www.bay12forums.com/smf/index.php?topic=138967.msg5353723#msg5353723 (http://www.bay12forums.com/smf/index.php?topic=138967.msg5353723#msg5353723)
Rendermax works perfectly, but not with illuminations (i.e. braziers, fireplaces). Didn't have this problem with 5.02.
Anyone else gets this error message when starting up (or restarting Rendermax):
(http://i.imgur.com/O0AQNKp.png)
My dwarves are walking around under there blind, falling over each other. Last week a dwarfette even got pregnant, and she swears she was assaulted outside the gemcrafter's.
Thanks!
Since more people are reporting bugs over here and my problem is related to MW Dwarf mode, this is a repost from another thread (so apologies if you saw it and thought: 'What a loser, I'm not answering that. I hope he dies.'): http://www.bay12forums.com/smf/index.php?topic=138967.msg5353723#msg5353723 (http://www.bay12forums.com/smf/index.php?topic=138967.msg5353723#msg5353723)
Rendermax works perfectly, but not with illuminations (i.e. braziers, fireplaces). Didn't have this problem with 5.02.
Anyone else gets this error message when starting up (or restarting Rendermax):
(http://i.imgur.com/O0AQNKp.png)
My dwarves are walking around under there blind, falling over each other. Last week a dwarfette even got pregnant, and she swears she was assaulted outside the gemcrafter's.
Thanks!
I'm on it, if I cannot get it to work tonight I'll send a script without furnaces (because that's where the bug happens). At least illuminations will work then.
Thanks, it's the digging invaders from dfhack, turned it off and everything's working now.which version of MDF are you using?
which version of MDF are you using?
??? why?which version of MDF are you using?
4j, going to stay with it until they update the vanilla
Laziness, I'm assuming you'll update it again once the newest version of DF is released so as long as there's no huge bug fixes between now and July I'll probably stick with 4j.??? why?which version of MDF are you using?
4j, going to stay with it until they update the vanilla
The new Masterwork for the DF update will likely take more than a month, and there has already been notable bug fixes, such as the solution to your problem.Laziness, I'm assuming you'll update it again once the newest version of DF is released so as long as there's no huge bug fixes between now and July I'll probably stick with 4j.??? why?which version of MDF are you using?
4j, going to stay with it until they update the vanilla
Playing 5.05, had a miner suddenly just stand still. He refuses to move or sleep, though people are feeding and watering him. Won't take any jobs. No injuries. Any ideas?
There you go, a fixed rendermax.lua.
https://drive.google.com/file/d/0B8QFWS9tHkaaaUU1YTJMeEt0aW8/edit?usp=sharing
Put it in the Dwarf Fortress subfolder and you'll have light, including furnaces.
It seems like the reaction "Buy coke(3) for 500 shillings" for Bomrek's Bargains gives only 1 coke instead of 3Fixed in 5.06 :)
fixed the butchering sentient thing (which was my biggest pet peeve with MDF as it was).Its not fixed. Warlocks and Orcs still stumble over the problem, but at least the Dwarves dont have to bother with it anymore. I might add it to Orcs as well, but I have to see how to handle scalps... same for Warlocks. And they even need the bones/meat/skulls from the invaders as well.
Why you gotta keep making things better?!?!?We do what we must, because we can.
Are souls stockpilable? If so, where?No.
Are souls stockpilable? If so, where?Withered ones that are about to be destroyed go in the refuse stockpile, but since you can still use them, it's a good place to keep a place where you can make use of them.
But butchers dont need skills at all...
-- Removes historic id from corpses being butchered
local args = {...}
mode = 'enable'
function processArgs(args)
for k,v in ipairs(args) do
v=v:lower()
if v == "disable" then mode = 'disable' end
if v == "enable" then mode = 'enable' end
end
end
processArgs(args)
eventful=require('plugins.eventful')
eventful.enableEvent(eventful.eventType.INVENTORY_CHANGE,5)
if mode == 'enable' then
-- Enable it
eventful.onInventoryChange.fixbutchery = function(unit_id,item_id,old_equip,new_equip)
-- Make sure item exists
local item = df.item.find(item_id)
if not item then return false end
-- Check that it's being butchered
for _, ref in ipairs(item.specific_refs) do
-- Butcher animal is 105 I think
if ref.job.job_type == 105 then
if item.hist_figure_id > 0 then
-- Remove historic id
item.hist_figure_id = -1
print('Fixing butchery for unit #' .. item.unit_id)
break
else
-- Already fixed
break
end
end
end
end
print('Enabled fixbutchery')
else
-- Disable it
eventful.onInventoryChange.fixbutchery = nil
print('Disabled fixbutchery')
end
Here's a script I threw together, seems to work pretty well. Called it "fixbutchery" but doesn't really matter, just add it to onload or something and it should work.I'll add it and we can see how it goes. :) Thanks for the help, the Orc/Warlock players will be very happy.Code: [Select]-- Removes historic id from corpses being butchered
local args = {...}
mode = 'enable'
function processArgs(args)
for k,v in ipairs(args) do
v=v:lower()
if v == "disable" then mode = 'disable' end
if v == "enable" then mode = 'enable' end
end
end
processArgs(args)
eventful=require('plugins.eventful')
eventful.enableEvent(eventful.eventType.INVENTORY_CHANGE,5)
if mode == 'enable' then
-- Enable it
eventful.onInventoryChange.fixbutchery = function(unit_id,item_id,old_equip,new_equip)
-- Make sure item exists
local item = df.item.find(item_id)
if not item then return false end
-- Check that it's being butchered
for _, ref in ipairs(item.specific_refs) do
-- Butcher animal is 105 I think
if ref.job.job_type == 105 then
if item.hist_figure_id > 0 then
-- Remove historic id
item.hist_figure_id = -1
print('Fixing butchery for unit #' .. item.unit_id)
break
else
-- Already fixed
break
end
end
end
end
print('Enabled fixbutchery')
else
-- Disable it
eventful.onInventoryChange.fixbutchery = nil
print('Disabled fixbutchery')
end
Or do you just want me to upload the file somewhere?
Hmh:2) Alright, got it. I had glue, forgot to mention that. Probably didn't have enough.
Omg, I didnt notice that with the Wizards School. I fixed it in my dev version. No idea when that went missing. :-\
You need glue, and several units of paper. or vellum. or cloth pages. or papyrus.
Work Outs are not obsolite. Light takes any bar (even coke or soap), and Heavy only accepts lead bars.
Slag cannot be stockpiled.
2) Alright, got it. I had glue, forgot to mention that. Probably didn't have enough.
Okeydokes, I have a save from 5.05 that's been corrupted (it's ok, wanted to restart before and I stupidly disabled backups). Seemed to happen when, after I let their diplomat go crazy and wander my catacombs for a few months, a human empire besieged me.Could you upload that save? I really want to see if its the digging/razing invaders again.
More specifically, it appears that one of my outer walls were designated for dismantlement some moments after they arrived (razing is active BTW). When I removed the designation (thinking that I had accidentally done it myself), I got a CTD and was unable to reload after that.
Farewell, Bottlebottom.Spoiler (click to show/hide)
Gonna retry with 5.07 and see if it happens again.
Okeydokes, I have a save from 5.05 that's been corrupted (it's ok, wanted to restart before and I stupidly disabled backups). Seemed to happen when, after I let their diplomat go crazy and wander my catacombs for a few months, a human empire besieged me.Could you upload that save? I really want to see if its the digging/razing invaders again.
More specifically, it appears that one of my outer walls were designated for dismantlement some moments after they arrived (razing is active BTW). When I removed the designation (thinking that I had accidentally done it myself), I got a CTD and was unable to reload after that.
Farewell, Bottlebottom.Spoiler (click to show/hide)
Gonna retry with 5.07 and see if it happens again.
Hm. Is Engineer's Forge supposed not to be researchable via Researcher's Study?Nope. [PERMITTED_REACTION:RESEARCH_LABORATORY_ENGINEER_STEP_ONE] went missing when I deleted the old entries for unused researches and the rock/gem/glass forge. Sorry. :-\
found bug. Using the Magma Blast Furnace, melting batches of weapons. I was using a feeder stockpile to mass melt bronze knuckledusters. Results in a stack of bronze bars and a pile of blank bars. Literally, the item just says "bars". Nothing else. If it is supposed to be slag bars, not sure what went wrong, because my normal smelter is making slag properly. And my metalurgist is making massive slag bars properly.Thanks for the report. The reaction had only 9 reagents, but 10 products. the [REAGENT:a:1:WEAPON:NO_SUBTYPE:INORGANIC:NONE] was missing, and the product that was looking for reagent:a couldnt find any material, so it made a blank bar.
Using 5.0.6
Can someone please explain what possibly could have happend here?
Can someone please explain what possibly could have happend here?
You've had a loyalty cascade! (http://dwarffortresswiki.org/index.php/DF2012:Faction#Loyalty_cascade)
Can someone please explain what possibly could have happend here?
You've had a loyalty cascade! (http://dwarffortresswiki.org/index.php/DF2012:Faction#Loyalty_cascade)
But why did the shizofrenic suddenly change into a weird dwarf?
Closing a help topic without me noticing >:(What?
How do I make Ink? I see make graphite from ash job marked in the craftsdwarf shop, but it's never done. I have everything else I need for library supplies but this.Ink in the scriptorium, you have 4 different options. Needs jugs.
I even have glue.
How do I make Ink? I see make graphite from ash job marked in the craftsdwarf shop, but it's never done. I have everything else I need for library supplies but this.You need three jugs, a dyer, and maybe one or two bars of ash to make three units of ink. It's in the Craftsdwarf's Workshop.
I even have glue.
You should also see 4 reactions "extract gold/silver/orichalcum/adamantine strands", which use METALCRAFT as a skill. Which should be visibile ingame, by the "==== SKILL METALCRAFT ====" above them.
(5.07) Possible bug: the Embassy doesn't have an option to declare war on succubi.
meteroite can only be found in the soil layers. And only as single specks here and there. No veins. IF you are curious if you have any, just use reveal and scope out the soil layers real fast and unrevealThats just it I played so many worlds and no meteroite even with reveal. In my whole time with masterwork mod I have only gotten one fort that I found meteroite ore on, but then the fort died to a sneaking kobold werewolf.
Hi!I can't find that either.
Me and my friend have been looking for hours, but we just can't seem to find the wizardschool start research.
Is it possible it has been misplaced during the 5.06 changes?
Keep up the good work, Masterwork is really epic.
meteroite can only be found in the soil layers. And only as single specks here and there. No veins. IF you are curious if you have any, just use reveal and scope out the soil layers real fast and unrevealThats just it I played so many worlds and no meteroite even with reveal. In my whole time with masterwork mod I have only gotten one fort that I found meteroite ore on, but then the fort died to a sneaking kobold werewolf.
Yup dang thing was founded out half way into my frontdoor to which he got angry. Very angry, but he switch back got stuck fighting a tuskoxen and they change back to wolf killing ever but the ones stuck on the roof of my fort.meteroite can only be found in the soil layers. And only as single specks here and there. No veins. IF you are curious if you have any, just use reveal and scope out the soil layers real fast and unrevealThats just it I played so many worlds and no meteroite even with reveal. In my whole time with masterwork mod I have only gotten one fort that I found meteroite ore on, but then the fort died to a sneaking kobold werewolf.
NOW YOU KNOW WHY YOU FEAR THENIGHTKOBOLD
This is a orichalcum adjustable dark matter turret. All craftsdwarfship is of the highest quality. It is encrusted with oval green jade cabochons and encircled with bands of orichalcum.
What is an adjustable dark matter turret?Some thing that looks amazing in real life. If my knowledge of scifi shit is right and if the person who made the mod is thinking the same way, Anti-matter turret fire streams of mini anti-dwarfs. Tall creatures that hate booze and are peaceful vegetarians who also love goblins and treat their children nicely..
I got one from an armosmith mood:
This is a orichalcum adjustable dark matter turret. All craftsdwarfship is of the highest quality. It is encrusted with oval green jade cabochons and encircled with bands of orichalcum.
What is an adjustable dark matter turret?Some thing that looks amazing in real life. If my knowledge of scifi shit is right and if the person who made the mod is thinking the same way, Anti-matter turret fire streams of mini anti-dwarfs. Tall creatures that hate booze and are peaceful vegetarians who also love goblins and treat their children nicely..
I got one from an armosmith mood:
This is a orichalcum adjustable dark matter turret. All craftsdwarfship is of the highest quality. It is encrusted with oval green jade cabochons and encircled with bands of orichalcum.
looking at the raws it looks like a chest piece made by gnomes, don't know enough about itemsyndrome but maybe the wearer can shoot dark matter :P
Anti matter and dark matter are actually entirely different. In fact, it doesn't seem likely that shooting dark matter would do any more than shooting normal matter.What is an adjustable dark matter turret?Some thing that looks amazing in real life. If my knowledge of scifi shit is right and if the person who made the mod is thinking the same way, Anti-matter turret fire streams of mini anti-dwarfs. Tall creatures that hate booze and are peaceful vegetarians who also love goblins and treat their children nicely..
I got one from an armosmith mood:
This is a orichalcum adjustable dark matter turret. All craftsdwarfship is of the highest quality. It is encrusted with oval green jade cabochons and encircled with bands of orichalcum.
Especially since dark matter doesn't interact with normal matter in any way except via weak and gravitational interactions: in other words, it's almost completely transparent to light and if it hits something, it would just pass through.Anti matter and dark matter are actually entirely different. In fact, it doesn't seem likely that shooting dark matter would do any more than shooting normal matter.What is an adjustable dark matter turret?Some thing that looks amazing in real life. If my knowledge of scifi shit is right and if the person who made the mod is thinking the same way, Anti-matter turret fire streams of mini anti-dwarfs. Tall creatures that hate booze and are peaceful vegetarians who also love goblins and treat their children nicely..
I got one from an armosmith mood:
This is a orichalcum adjustable dark matter turret. All craftsdwarfship is of the highest quality. It is encrusted with oval green jade cabochons and encircled with bands of orichalcum.
[SYNDROME]
[SYN_NAME:dark matter caster]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
[SYN_CLASS:DFHACK_WIELDED_ONLY]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Slade Shot]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:SLADE:SOLID_GLOB]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:VERB:launch a burst of slade from the dark matter caster:launches a burst of slade from the dark matter caster:NA]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:150]
[SYNDROME]
[SYN_NAME:adjustable dark matter turret]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
[SYN_CLASS:DFHACK_ARMOR_ONLY]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Slade Shot]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:SLADE:SOLID_GLOB]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:VERB:launch a ball of slade:launches a ball of slade:NA]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:150]
I think it's the bottom one
Where do you make papyrus?Thatchery, I believe it's H or T in the workshop menu.
5.07, ASCII tileset, Linux version:Yes, thats a known linux bug and cant be fixed. If you change the raws to fix it, it would break on windows. If its fixed on windows, it breaks on linux.
Just like when I played a Gnome fortress, my Dwarves are opening crates multiple times in the Trade Storehouse. Open a crate of iron bars, get 10 iron bars, then open the same crate again, get another 10 iron bars, etc.
To be precise, I have the following crates which were opened twice and are still not consumed:
box of library supplies
crate of iron bars(10)
crate of medical supplies
Really? No one knows where the wizards school initial research is to be found in 5.06? ???I do. It has been (accidently) moved to the removed_stuff.txt outside of the release. I did clean up the old research reactions for things that dont need them anymore, must have deleted that one as well by accident. I will add it back next update.
5.07, ASCII tileset, Linux version:Yes, thats a known linux bug and cant be fixed. If you change the raws to fix it, it would break on windows. If its fixed on windows, it breaks on linux.
Just like when I played a Gnome fortress, my Dwarves are opening crates multiple times in the Trade Storehouse. Open a crate of iron bars, get 10 iron bars, then open the same crate again, get another 10 iron bars, etc.
To be precise, I have the following crates which were opened twice and are still not consumed:
box of library supplies
crate of iron bars(10)
crate of medical supplies
[REACTION:CRATE_GEOLOGY_GNOME]
[NAME:Open crate of geological analysis tools]
[BUILDING:STORAGE:NONE]
[REAGENT:A:150:BAR:NONE:CREATURE_MAT:GEOLOGY_CRATE_GNOME:SOAP][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REACTION:CRATE_ZINC]
[NAME:Open crate of zinc bars]
[BUILDING:STORAGE:NONE]
[REAGENT:A:1:BAR:NONE:CREATURE_MAT:ZINC_CRATE:SOAP][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
*sigh. One of the github fixes must have been the change from 150:BAR to 1:BAR, and I didnt notice.
On windows it must look like this: 150:BAR
On linux it must look like this: 1:BAR
Dont ask me why this is, but you would need to change the raws for the linux version. And I have to fix that stuff for the crates again, for all races/crates.
Especially since dark matter doesn't interact with normal matter in any way except via weak and gravitational interactions: in other words, it's almost completely transparent to light and if it hits something, it would just pass through.Anti matter and dark matter are actually entirely different. In fact, it doesn't seem likely that shooting dark matter would do any more than shooting normal matter.What is an adjustable dark matter turret?Some thing that looks amazing in real life. If my knowledge of scifi shit is right and if the person who made the mod is thinking the same way, Anti-matter turret fire streams of mini anti-dwarfs. Tall creatures that hate booze and are peaceful vegetarians who also love goblins and treat their children nicely..
I got one from an armosmith mood:
This is a orichalcum adjustable dark matter turret. All craftsdwarfship is of the highest quality. It is encrusted with oval green jade cabochons and encircled with bands of orichalcum.
If the bug is still the same as it was with version 2.x, this is a difference between the Linux and Windows versions of DF. On Windows if a reaction doesn't require a full bar, it will still use up the entire bar. But in Linux, it will use the correct quantity and leave an incomplete bar behind. Slag from vanilla smelter reactions had the exact same problem.I cant test linux, but this is what has been reported to me.
It is simply fixed by multiplying all the crate quantities by 150 in the raws.
If the bug is still the same as it was with version 2.x, this is a difference between the Linux and Windows versions of DF. On Windows if a reaction doesn't require a full bar, it will still use up the entire bar. But in Linux, it will use the correct quantity and leave an incomplete bar behind. Slag from vanilla smelter reactions had the exact same problem.
It is simply fixed by multiplying all the crate quantities by 150 in the raws.
Are crayfish shells considered proper shells? I have an entire refuse stockpile full of them, but my craftsdwarves refuse to craft/decorate with them, saying they need shell body parts.
Dont complain to me, complain to the makers of workflow. Or do it by hand, like a filthy, non-workflow-using peasant.I have other complaints for them, but the fact that the reaction DWARF_MAKE_FIRECLAY_CRAFTS creates TOOL:ITEM_TOOL_CRAFTS_FAKE:INORGANIC:GREENWARE_FIRECLAY rather than the obviously sensible CRAFTS:NONE:INORGANIC:GREENWARE_FIRECLAY is entirely a problem with Masterwork.
Really? No one knows where the wizards school initial research is to be found in 5.06? ???I do. It has been (accidently) moved to the removed_stuff.txt outside of the release. I did clean up the old research reactions for things that dont need them anymore, must have deleted that one as well by accident. I will add it back next update.
you can open the building_furnace_masterwork.txt file in your save and delete the extra buildmat to get it to work without research if you want.
I updated to 5.07 today and started a new game (fortress mode, dwarfs). I have an ore processor and quite a lot of unprocessed galena and malachite. They are on a stockpile next to the processor (not all of them, though). I have plenty of masons without jobs. But no one will pick up the processing job. I checked for accidental stockpile settings, rebuild the processor. Does not work. Am I doing something wrong here?Most likely, because I processed both of these today, with 5.07. in my testfort. Sure you got the right labor active? Because your masons have nothing to do with it, its Machine Operating.
[SKILL:MASONRY]
[REACTION:MAKE_BOTTLE_MAGMA]
[NAME:Fill magma bottle]
[BUILDING:MAGMA_CRUCIBLE:CUSTOM_M]
[BUILDING:MAGMA_SMELTER:CUSTOM_M]
I'm having a problem which many types of alcohol...
How strong is a superior lead war hammer?
Thank you good sir/madam.I'm having a problem which many types of alcohol...
I can confirm Hide Root not showing on the kitchen menu whilst being on the stocks menu, don't currently have any dimple cups to check.
Neither Hide Root nor Dimple Cups can be brewed to alcohol. In vanilla they can't be eaten or cooked either, although the MDF manual claims they can both be eaten raw and cooked. I guess their absence from the kitchen list is either due to vanilla hardcoding, or maybe the manual is wrong and they can't be cooked.How strong is a superior lead war hammer?
Well, better than a normal lead warhammer ;) I understand density/weight is the primary consideration when picking materials for blunt weapons, and lead's pretty damn heavy. I suspect your errant wildlife has a lot of broken bones coming up!
As for its origin, weapons next to your entrance are usually relics from sieges or caravans - a guard may have dropped it in a melee and never bothered picking it up, perhaps.
Which pieces of armor and weapons provide the most return when you melt them?
I got a question what is the chance of getting guardian of armok from the archaeology, just asking since I found about 5 in one fort.1 in 10 for the "treasure" type. I just changed it to 1 in 33 in my dev version.
you mean.. your GITHUB dev version? right? right!?I got a question what is the chance of getting guardian of armok from the archaeology, just asking since I found about 5 in one fort.1 in 10 for the "treasure" type. I just changed it to 1 in 33 in my dev version.
Something that wouldn't require splitting would be best. Is the DF wiki accurate for masterwork?Which pieces of armor and weapons provide the most return when you melt them?
If you set up a way to split them, ammo is by far the best weapon.
You will either facepalm or laugh or both, but I did reboot the PC and finished installing git, which in turn told me to please update my .NET-Framework (lol, of all things, that?), which requires another reboot. So... that hasnt happened yet. Babysteps. :D (I actually do have a reason, I did order a new PC a week ago, but the order is delayed. Will get here somewhere next week I hope, and then I will have Win8.1.)you mean.. your GITHUB dev version? right? right!?I got a question what is the chance of getting guardian of armok from the archaeology, just asking since I found about 5 in one fort.1 in 10 for the "treasure" type. I just changed it to 1 in 33 in my dev version.
Something that wouldn't require splitting would be best. Is the DF wiki accurate for masterwork?
And the wiki is currently not editable for some of us, so the number of people who can even attempt to correct it is severely diminished.What? Does Briess/Locriani need to unlock their accounts first?
QuoteAnd the wiki is currently not editable for some of us, so the number of people who can even attempt to correct it is severely diminished.What? Does Briess/Locriani need to unlock their accounts first?
Comments on v5.07 (Dwarf Mode):
- I feel that steeloak and ironbark is a bit to easy to get. The dwarven civilization seems to have it all the time. Maybe add it to the human civilization instead? Overground farming does not really feels like something dwarfs usually do.
- I very much like the availability of the different furnaces (crucible/greatforge/etc). Feels just about right.
- The stone anvil seems superfluous, since you can form anvils at the smeltery
- I see the reasons why slag is not stockpiled. But this sadly prevents me from using minecarts to haul it too the slag pits.
You'd probably have to gen a new world after removing the unwanted reactions from other races; however, I'm not 100% sure it would even have an effect since I would expect the manager to show only reactions available to your current civ (as sourced from all your workshops). Indeed, when I use my manager, I don't have any results when searching for "tribal" (which exists only as some orc-related reactions).Oh, I haven't realized it would make errors if I deleted reactions from save file instead of DF raws and then creating new world. So I deleted those reactions and created new world and it actually works! It still isn't like vanilla but it isn't so bad to bother anyone anymore.
Hello. I downloaded the most recent version of Masterwork and I have a small and weird problem, my dwarves gather at
nonexistant meeting zones, as in, the zones have been removed but my dwarves are still deciding to gather there.
Hello. I downloaded the most recent version of Masterwork and I have a small and weird problem, my dwarves gather at
nonexistant meeting zones, as in, the zones have been removed but my dwarves are still deciding to gather there.
One of the things idle dwarves sometimes do is hang around the last place they did a job, or were stationed as a squad. If you ever had a party in that meeting zone, that would qualify as a job.
I'm not sure if they also hang around former meeting sites when there are no current meeting sites. In any case, making a new meeting site is the best solution.
Hello. I downloaded the most recent version of Masterwork and I have a small and weird problem, my dwarves gather at
nonexistant meeting zones, as in, the zones have been removed but my dwarves are still deciding to gather there.
Downloaded the latest version and realized that the "Embark Everywhere" option was missing from the utility list in the GUI. I don't have a problem just booting it up from my other version saves, but for people who don't regularly use Masterwork, that might be a problem. As soon as the GUI includes this, I'll be porting my Dwarfopoly forum game up to the newest version, but until then we'll probably just be using the v4g that the game was created in.It's a DFHack script now, You can get it with Alt-E at the embark screen. Or Alt-N for Nano Fortress
Was there a specific reason to get rid of this utility, or am I just not seeing something obvious?
Great update, Meph - keep up the good work.
Hello. I downloaded the most recent version of Masterwork and I have a small and weird problem, my dwarves gather at
nonexistant meeting zones, as in, the zones have been removed but my dwarves are still deciding to gather there.
Is the meeting zone your first one above ground and have you dismantled your wagon? The wagon can still act as a meeting zone if you haven't.
Does this persist even after you've saved, quit completely (closed the program entirely) and reloaded? Sometimes the game doesn't clear things properly - most frequently seen with squad orders/military drafting but might to meeting zone designations.
I am getting a consistent crash during a goblin siege. Here's the errorlog. Any suggestions on how to prevent it? Thanks.Type in DiggingInvaders Disable into dfhackSpoiler (click to show/hide)
I am getting a consistent crash during a goblin siege. Here's the errorlog. Any suggestions on how to prevent it? Thanks.Type in DiggingInvaders Disable into dfhackSpoiler (click to show/hide)
Kinda maybe no. There was much confusion and two bugfixes by expwnent. But if you still have crashes, they apparently did not work. What version are you playing and which OS?I am getting a consistent crash during a goblin siege. Here's the errorlog. Any suggestions on how to prevent it? Thanks.Type in DiggingInvaders Disable into dfhackSpoiler (click to show/hide)
Thanks Meph, that did it. Is there a red flag in the errorlog that indicates this is a problem with diggingInvaders?
Kinda maybe no. There was much confusion and two bugfixes by expwnent. But if you still have crashes, they apparently did not work. What version are you playing and which OS?I am getting a consistent crash during a goblin siege. Here's the errorlog. Any suggestions on how to prevent it? Thanks.Type in DiggingInvaders Disable into dfhackSpoiler (click to show/hide)
Thanks Meph, that did it. Is there a red flag in the errorlog that indicates this is a problem with diggingInvaders?
5.06 on Win7.Crap. That means that expwnents fixes did not work. Or maybe a little, but if its still crashing I really dont know what to do with it. Send him yet another crash report? Remove it from the mod? Argh.
BTW, is it intended that the gem and stone workshops can't produce pestles? The can make mortars, but you either need bone crafters or the standard craftdwarf to make pestles.I think I wanted to merge them to mortar&pestle, one item, at some point, and simply got distracted. But that was a long time ago... I'll add it to my list.
In the newest version the dwarven distillery has a reaction called "Tests" and it seems to cause the worker to give birth.Yikes. I did remove the cheat reaction from kobolds, but of course forgot about the dwarven one. That is unfortunate.
In the newest version the dwarven distillery has a reaction called "Tests" and it seems to cause the worker to give birth.
Can I put that as my signature? Is that something that makes sense as a signature? How do you put something as a signature? Is it called a signature?In the newest version the dwarven distillery has a reaction called "Tests" and it seems to cause the worker to give birth.
Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Quote5.06 on Win7.Crap. That means that expwnents fixes did not work. Or maybe a little, but if its still crashing I really dont know what to do with it. Send him yet another crash report? Remove it from the mod? Argh.
You dont happen to have a save from just before the crash?
In the newest version the dwarven distillery has a reaction called "Tests" and it seems to cause the worker to give birth.Yikes. I did remove the cheat reaction from kobolds, but of course forgot about the dwarven one. That is unfortunate.
Open GUI. Click on "Harder Farming" button to disable it. Done. Gen a new world.
I tested it just now. The settings toggle fine. It goes from 4032 growdur (harder farming) to this: [GROWDUR:600] when you turn it off. Did you change something on your plant files?Open GUI. Click on "Harder Farming" button to disable it. Done. Gen a new world.
I do that, but every time I re open masterwork its on by default. Now harder smithing is always on. How do I make these off by default like the others?
Even when I gen a world with harder farming off, it still takes 4 season for plumps to grow
I tested it just now. The settings toggle fine. It goes from 4032 growdur (harder farming) to this: [GROWDUR:600] when you turn it off. Did you change something on your plant files?Open GUI. Click on "Harder Farming" button to disable it. Done. Gen a new world.
I do that, but every time I re open masterwork its on by default. Now harder smithing is always on. How do I make these off by default like the others?
Even when I gen a world with harder farming off, it still takes 4 season for plumps to grow
Its indeed the separate tilesets. Splinterz said that the GUI changes all files in all sets... could you please post this in the GUI thread, because thats a bug he might want to look at.this issue was unique to the ironhand tileset. it's happening because the plant_standard file in the graphics pack has both the harder farming 'on' and 'off' GROWDUR in the file, so the GUI determined incorrectly that harder farming was already 'off' when it really wasn't.
The plants are actually the last files that are in multiple sets, all the rest I merged. Plants are a lot of work though, but if they are still a source of issues like that, I might sit down 1-2 days and merge them.
Thanks splinterz. And wow, such a silly error... and here I was, hoping that the reduced amount of raws would stop this... but no, it had to be plants. I hate plants. >:(
Its indeed the separate tilesets. Splinterz said that the GUI changes all files in all sets... could you please post this in the GUI thread, because thats a bug he might want to look at.this issue was unique to the ironhand tileset. it's happening because the plant_standard file in the graphics pack has both the harder farming 'on' and 'off' GROWDUR in the file, so the GUI determined incorrectly that harder farming was already 'off' when it really wasn't.
The plants are actually the last files that are in multiple sets, all the rest I merged. Plants are a lot of work though, but if they are still a source of issues like that, I might sit down 1-2 days and merge them.
the exe has been patched with a fix (right click, save as) (https://github.com/splintermind/masterwork-dwarf-fortress), but you can fix it yourself by checking the plant_standard file in the ironhand graphics raws and ensure all the GROWDUR tags have the same value to start with.
can you post the entire contents of the details section in the exception?
it looks like the user.config specified may be corrupt. try deleting (or moving) the file, and if that doesn't work paste the user.config for me to take a look at.can you post the entire contents of the details section in the exception?Spoiler (click to show/hide)
it looks like the user.config specified may be corrupt. try deleting (or moving) the file, and if that doesn't work paste the user.config for me to take a look at.can you post the entire contents of the details section in the exception?Spoiler (click to show/hide)
Stupid question I suppose but do I need to generate a new world each time there is an update to make use all the tweeks and new goodies?Sadly, yes.
The Destroyer.Guardian of Armok. Either from the religious tree and massive sacrifices, or you found one in a fossil. But that should be very rare now... maybe I even make it rarer, like the negative super-fossil.
This guy appeared in my fort. It looks slick. What causes him to appear? I have lots of questions about Masterwork, and the manual doesn't seem to want to open on my machine.
Can he show up with a migrant? I got my first Apostle, and the next thing I knew the Destroyer was wandering about.No with migrants.
Also, I just ran across another issue. I can't build a greatforge even though I have two of the required researches needed to build them. I was able to build them no problem, then the researches were moved to a stockpile and they don't seem valid anymore.
::EDIT::
The greatforge thing fixed soon after. Not sure what that was about.
Bug Report:1. unfixable
* Category names are appearing as preferences, I got a Dwarf with Material like for "====special gems===="
* While preparing for the journey carefully, you can "buy" (for 0$) "collapsed bricks" and blocks, crafts and several other trinkets made of it... which apparently just evaporate into a "boiling magma" cloud in the middle of your wagon when embarking... this also allows for things like "buying" 5000 units of "collapsed brick" and showing up with 6 wagons (free wood!) and 12 pulling animals (free mountain tuskoxens!!)
* Also you can buy "liquid" (for 1$) which apparently serves no purpose besides giving you a free flask
Oh, I was wondering that... does him having a preference for the category name actually has an effect on him liking gems of all types? if so I got myself a new Gemcutter... :PBug Report:1. unfixable
* Category names are appearing as preferences, I got a Dwarf with Material like for "====special gems===="
* While preparing for the journey carefully, you can "buy" (for 0$) "collapsed bricks" and blocks, crafts and several other trinkets made of it... which apparently just evaporate into a "boiling magma" cloud in the middle of your wagon when embarking... this also allows for things like "buying" 5000 units of "collapsed brick" and showing up with 6 wagons (free wood!) and 12 pulling animals (free mountain tuskoxens!!)
* Also you can buy "liquid" (for 1$) which apparently serves no purpose besides giving you a free flask
2. fixed
3. havent checked that one yet.
I could change the category titles to *GEMS* or something less out of line when seen in preferences. The guy just likes gems, all of them, no worries.
No.Oh, I was wondering that... does him having a preference for the category name actually has an effect on him liking gems of all types? if so I got myself a new Gemcutter... :PBug Report:1. unfixable
* Category names are appearing as preferences, I got a Dwarf with Material like for "====special gems===="
* While preparing for the journey carefully, you can "buy" (for 0$) "collapsed bricks" and blocks, crafts and several other trinkets made of it... which apparently just evaporate into a "boiling magma" cloud in the middle of your wagon when embarking... this also allows for things like "buying" 5000 units of "collapsed brick" and showing up with 6 wagons (free wood!) and 12 pulling animals (free mountain tuskoxens!!)
* Also you can buy "liquid" (for 1$) which apparently serves no purpose besides giving you a free flask
2. fixed
3. havent checked that one yet.
I could change the category titles to *GEMS* or something less out of line when seen in preferences. The guy just likes gems, all of them, no worries.
Can anyone confirm farming Shade-thorn and Nether-caps in farms ? For me the option does not appear once I obtain the spores. I have no trouble farming 3rd cavern herbs thou, only these 2 tree types.For golden beds have a look at the Furniture Workshop.
Also can anyone point me to the files where I could add missing - make bed - option to metalcrafter workshop. (I want golden beds)
Nah, that's normal. Diplomats, migrants and caravans CAN come and leave through caverns, but they're hardcoded to only enter through the surface even if they could technically enter through the caverns.Is there a way to force them to come through the caverns?
Where did the volcanic forge go ? Can't find it anywhere... research is disabled but still no any magma workshops appear in the menu. Where all of them removed :(?
am I missing something or in v5.09 there's no longer the option to have simple foods? I mean having the 3 types of meals like in vanilla, roasts being the lavish ones, instead of having cakes, pastries, pancakes, etc...??Correct. Removing/Adding items messes up the new item graphics (because they go by order in the raws), so I no longer have a food option in the GUI. Instead I opted for a in-between solution: Its not 3 like vanilla, and not 80 like MDF before... but 15. 5 simple, 5 fine, 5 lavish meals. Hope thats ok.
oh well, I guess is a good compromise. The only reason I prefered the "simple meals" option over the flavour names was because I'd mass produce lavish meals for trade, and it's easier to just look for "roast" in the screen of what to bring to the depot...am I missing something or in v5.09 there's no longer the option to have simple foods? I mean having the 3 types of meals like in vanilla, roasts being the lavish ones, instead of having cakes, pastries, pancakes, etc...??Correct. Removing/Adding items messes up the new item graphics (because they go by order in the raws), so I no longer have a food option in the GUI. Instead I opted for a in-between solution: Its not 3 like vanilla, and not 80 like MDF before... but 15. 5 simple, 5 fine, 5 lavish meals. Hope thats ok.
Anyone else having issues with lack of migrant waves in the latest version? Something weird going on for me; because dwarves have not died out, but I am getting no migrants in current fort. Have traded successfully with dwarf caravan. Also tried the "invite migrant wave" reaction at the embassy, twice. So far, just a waste of gold -_- .Check Legends to see how your civ is doing. if force caravan MOUNTAIN doesnt help, you have no civ.
I also tried paying a dwarven caravan guard to join, it didn't seem to work. Is there a particular time during the caravan visit that you have to run it?
How does collecting souls via the altar work? Does the 15 tile radius go through walls and up/down Z levels? Does there need to be a path, does it matter how long that path is? Do burrows matter at all? Does it only work on sentients (since you can get souls from animals via butchering)? If I wanted to figure this out myself, how would I find out (there doesn't seem to be a reaction in the raws for it, I assume because it is dfhack wizardry)?its line of sight of the worker. burrows dont matter. works on all resurrectable corpses. and yes, its dfhack.
I'm trying to setup my religious area and want to make sure that the soul harvesting works with it.
Check Legends to see how your civ is doing. if force caravan MOUNTAIN doesnt help, you have no civ.
The embassy has to be close to the caravan guard, the worker needs to see him.
None, souls cannot be stockpiled.
However, i noticed today starting up my fortress, dfhack has a lot of lines about civs such as:Spoiler (click to show/hide)
And a whole slew of others, for pretty much the bulk of civilizations available. Is this... bad? :o Like, is it game breaking, or something that's not really too much of an issue.
However, i noticed today starting up my fortress, dfhack has a lot of lines about civs such as:Spoiler (click to show/hide)
And a whole slew of others, for pretty much the bulk of civilizations available. Is this... bad? :o Like, is it game breaking, or something that's not really too much of an issue.
I get those too. I guess I should have reported them at some point, but they didn't seem to be causing any obvious problems.
However, i noticed today starting up my fortress, dfhack has a lot of lines about civs such as:Spoiler (click to show/hide)
And a whole slew of others, for pretty much the bulk of civilizations available. Is this... bad? :o Like, is it game breaking, or something that's not really too much of an issue.
I get those too. I guess I should have reported them at some point, but they didn't seem to be causing any obvious problems.
I thought they were just errors because the civs already have those pets naturally and it was trying to add them manually because they are the guaranteed pets of that civ. Or something along those lines.
Hmm... In my latest embark I couldn't plant ironbark or steeloak. There was some growing wild at the site, so it shouldn't be a biome issue (tropical swamp/forest). My civilization was lacking in stuff (I'm guessing it is almost dead), does that drive what I can plant? I had to buy the acorns from the elves. Would harvesting the local flora help?
Hmm... In my latest embark I couldn't plant ironbark or steeloak. There was some growing wild at the site, so it shouldn't be a biome issue (tropical swamp/forest). My civilization was lacking in stuff (I'm guessing it is almost dead), does that drive what I can plant? I had to buy the acorns from the elves. Would harvesting the local flora help?
Your civilization shouldn't affect the ability to farm trees provided that you have seeds (I assume you are using farms for that). So no need to harvest local flora just make sure your farm has sunlight since ironbark and steeloak cant grow in bellow ground. If still nothing I assume it's a bug ?
Hmm... In my latest embark I couldn't plant ironbark or steeloak. There was some growing wild at the site, so it shouldn't be a biome issue (tropical swamp/forest). My civilization was lacking in stuff (I'm guessing it is almost dead), does that drive what I can plant? I had to buy the acorns from the elves. Would harvesting the local flora help?
Your civilization shouldn't affect the ability to farm trees provided that you have seeds (I assume you are using farms for that). So no need to harvest local flora just make sure your farm has sunlight since ironbark and steeloak cant grow in bellow ground. If still nothing I assume it's a bug ?
There is a vanilla bug that makes seeds unplantable until you have also acquired an adult plant of the same species (or possibly a product made from such a plant). I'm not sure how this affects the Masterwork tree-sapling-plants.
Ah, here it is: bug #4549 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4549).
One more thing. Is there a best way to find Blood of Armok? I've got about a dozen bones and half as many tears. No blood yet, seems odd. I can understand why it's rare, but I was hoping to have found some by now.
One more thing. Is there a best way to find Blood of Armok? I've got about a dozen bones and half as many tears. No blood yet, seems odd. I can understand why it's rare, but I was hoping to have found some by now.
I think it depends on your embarking location. For me it tends to be on the surface layers of dirt, clay and peat (mostly three first layers). To see you can use dfhack: reveal (to uncover the map) unreveal (to undo), prospect (to see if you have any at all)
You can buy Blood of Armok from Teduk's Fine Goods, for a mere 25,000 shiny gold circles.
This may apply to more than just dwarves, but several reactions refer to "kuckle" dusters rather than knuckle dusters.thanks, I fixed it. :)
However, this is purely cosmetic as it is only the item names that are referred to as such, the actual tags all refer to knuckle dusters. Nothing is broken.
In my browsing, reactions to make gem/glass (all three)/rock, copper/bronze (cold forging), and volcanic (magma forge) refer to kuckle.
To see you can use dfhack: reveal (to uncover the map) unreveal (to undo), prospect (to see if you have any at all)
Oh no I don't have any at all :(
This may apply to more than just dwarves, but several reactions refer to "kuckle" dusters rather than knuckle dusters.
However, this is purely cosmetic as it is only the item names that are referred to as such, the actual tags all refer to knuckle dusters. Nothing is broken.
In my browsing, reactions to make gem/glass (all three)/rock, copper/bronze (cold forging), and volcanic (magma forge) refer to kuckle.
To see you can use dfhack: reveal (to uncover the map) unreveal (to undo), prospect (to see if you have any at all)
Oh no I don't have any at all :(
Note, "prospect" only counts what you've already revealed. "prospect all" includes gems & ores that are still unrevealed.
Can plump helmet men haul?
Sorry for the double post, but this is aseperate question:No and yes. no changing of names on linux, yes, the guild skill thing is intended.
Is there any way to change the names of labours manually, like Meph did with the new MDF labours?
In my unit-screen it still displays the vanilla labour names, which can be quite confusing.
Also, is it intended that the Guild-membership only shows in the unit screen if the dwarf highest skill is supported by his guild?
anthracite dust is harmful to your miners
bearded cavernkeets cannot be sheared
see the screenshots I posted, but they are unlimited, but the worker will die.And you will need to rebuild the well if it isn't fully magma-safe. I've been having fun trying to set up a nice way to get magma for forges and such. I think a simple 10 radius circle over the well with grates over a trough that the magma is actually drawn out of is probably the best setup (though using the trap costs an extra blood). trying to work out what will have the least waste, since the 1/7 remnants on the floor end up evaporating uselessly.
Is there any way to change the names of labours manually, like Meph did with the new MDF labours?
In my unit-screen it still displays the vanilla labour names, which can be quite confusing.
I'm not sure if this belongs in the Dwarves section, but I recently bought a few golems from a caravan, then i researched the 'Golemforge' and built one above a lava channel to make it work. I then started attempting to 'activate' the golems. It says they're being activated, but they never change. They just remain 'inactive swordgolem/hammergolem/speargolem'. Is there something I'm doing wrong?
Edit: Golems still don't work, but now I have a much more severe problem. My soldiers that I used to fight off a Beak Wolf siege and murder some werewolf hunters just recently started murdering every civilian within sight. The main problem is they have admantium weapons and armor so basically nothing can come close to hurting them. I haven't attacked any of my own civilians, and noone is unhappy/tantruming. Is there something that just makes the military go berserk?
I'm not sure if this belongs in the Dwarves section, but I recently bought a few golems from a caravan, then i researched the 'Golemforge' and built one above a lava channel to make it work. I then started attempting to 'activate' the golems. It says they're being activated, but they never change. They just remain 'inactive swordgolem/hammergolem/speargolem'. Is there something I'm doing wrong?
Edit: Golems still don't work, but now I have a much more severe problem. My soldiers that I used to fight off a Beak Wolf siege and murder some werewolf hunters just recently started murdering every civilian within sight. The main problem is they have admantium weapons and armor so basically nothing can come close to hurting them. I haven't attacked any of my own civilians, and noone is unhappy/tantruming. Is there something that just makes the military go berserk?
Loyalty cascade. They must have killed a civ member. Or maybe werewolves or something else gave them [CRAZED]. In any case, they SHOULD still respond to orders. Lock them in a room and drown them. Or starve them. If they don't respond to orders, still try to do the "lock them in a room" thing by luring them into one.
I'm not sure if this belongs in the Dwarves section, but I recently bought a few golems from a caravan, then i researched the 'Golemforge' and built one above a lava channel to make it work. I then started attempting to 'activate' the golems. It says they're being activated, but they never change. They just remain 'inactive swordgolem/hammergolem/speargolem'. Is there something I'm doing wrong?
Edit: Golems still don't work, but now I have a much more severe problem. My soldiers that I used to fight off a Beak Wolf siege and murder some werewolf hunters just recently started murdering every civilian within sight. The main problem is they have admantium weapons and armor so basically nothing can come close to hurting them. I haven't attacked any of my own civilians, and noone is unhappy/tantruming. Is there something that just makes the military go berserk?
Loyalty cascade. They must have killed a civ member. Or maybe werewolves or something else gave them [CRAZED]. In any case, they SHOULD still respond to orders. Lock them in a room and drown them. Or starve them. If they don't respond to orders, still try to do the "lock them in a room" thing by luring them into one.
I convicted 6 soldiers of murder and they were hammered to death. No one attacked anyone else afterwards. I think one of my dwarves was discovered to be a warlock spy then was basically torn limb from limb by my military, but that happened awhile ago. Maybe that caused it, or maybe the werewolves did. The admantium weapons did no/little damage to the werewolves, but my war drakes managed to kill them. The weapons kept bouncing off or something like that. That was definitely interesting to deal with ._.
What kind of adamantium weapons? Gotta be sharp stuff, like swords. Blunt weapons made of adamantium (http://image.dhgate.com/albu_169871517_00-1.0x0/children-s-toys-inflatable-hammer-swimming.jpg) are useless for combat (which is why folks like to use them for hammerdwarfs - so punishments are not lethal)
Is an artifact cloth runerobe of any utility, besides making someone look pimp?Yes, it adds a 50% damage reduction to the wearer.
Pimp's Runerobe:Is an artifact cloth runerobe of any utility, besides making someone look pimp?Yes, it adds a 50% damage reduction to the wearer.
Pimp's Runerobe:Is an artifact cloth runerobe of any utility, besides making someone look pimp?Yes, it adds a 50% damage reduction to the wearer.
Effects
50% damage reduction
100% SWAG increase
Abilities
Pimp all the undead hos!
Make it rain (bones)!
3. The population cap of the GUI doesn't seem to be working. (Technically GUI thread, I know) I'm using Linux, so maybe that is connected. I set it to 40 dwarves and just got another migrant wave so now I have 48 dwarves. (It was not one of the first two waves.)
2. What is it with werewolves in MDF? I did several embarks on every single one of them there was a werewolf, on some in the cavern, but still. Can I reduce this with the advanced reduce werwolf-curses setting?
3. The population cap of the GUI doesn't seem to be working. (Technically GUI thread, I know) I'm using Linux, so maybe that is connected. I set it to 40 dwarves and just got another migrant wave so now I have 48 dwarves. (It was not one of the first two waves.)
4. I researched the coin mint. I got the announcement, I even tried building it, but noticed that it needed more space or something.
Later, I dug out the space, want to build the coin mint, but now it tells me, that I also need the corresponding science discovery.
My theory is, that it somehow got lost at caravan trade. In between the rsearch and the attempted building, I transported all finished goods to the caravan. however, I am very sure, that I didn't trade the science discovery. It was an elven caravan, so I only could use some and manually selected some stone crafts, no whole bins. What else could explain this?
I found a bug, but I'm not sure if it's a vanilla bug. I assigned some steelclad cragtooth boars to my captain of the guard. He was mauled by some 'Angry Deep One's and died, but his animals just stayed in the same spot. Even after i buried him they still said they were owned by him and stood in the same spot. Havent had any luck trying to re-assign them to someone else either. Is there a way to make them owned by nobody?
I never use burrows anyway, so that couldn't be it. Are science-discoveries considered finished goods for the sake of stockpiling?
Also, for my last world, I played as dwarves and also set their "skills" in the GUI to "2". The starting 7 had 2 levels in all military skills, one of the migrant waves had only 1 level though.
Maybe it was just my imagination, but I think, because of this setting the dwarves arrived with less regular labour-levels.
Does anyone have experience regarding that?
The wiki says a blind dwarf will "suffer a severe drop in the quality of his work", and that reloading time depends n the skill of the operator, so my guess is yes.
As an easy test, would removing the eyes from the raws of all or some dwarven castes result in a large population of blind dwarves for a research fort?
How does one build a golemforge, doesn't seem to be listed in the forge menu, I researched the required paperwork at the researcher's library, but I can't seem to find an actual "golem forge" to build.
Does anyone know if you can dfhack cure a person of disease?
[REACTION:MILL_PLUMP_HELMET]
[NAME:Mill general plants to powder]
[BUILDING:QUERN:CUSTOM_J]
-BUILDING:MILLSTONE:CUSTOM_K-
[REAGENT:A:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:CUSTOM_MILL]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:LOCAL_PLANT_MAT:MILL][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[PRODUCT:100:1:SEEDS:NONE:LOCAL_PLANT_MAT:SEED]
[SKILL:PROCESSPLANTS]
I know the GUI launcher states Meph takes no responsibility for it, but I still have to complain about the Plant Variety option and how poorly it's integrated mechanically. Processing plants to leaves and threads works fine, actually, because they're hardcoded in, but the screw press, quern, and toxicologist's shop only have reactions for semi-vanilla plants, with no options for the new plants. Most of those I can work around; I can still take extracts at the still and farmer's workshop, and using the new poisons requires only that I add some reaction_class tags, but the quern is a problem, which is why I made/altered this reaction to take any millable plants. Unfortunately, it doesn't seem to work right, it just produces "powder" and "seeds". Help?Code: [Select][REACTION:MILL_PLUMP_HELMET]
[NAME:Mill general plants to powder]
[BUILDING:QUERN:CUSTOM_J]
-BUILDING:MILLSTONE:CUSTOM_K-
[REAGENT:A:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:CUSTOM_MILL]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:LOCAL_PLANT_MAT:MILL][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[PRODUCT:100:1:SEEDS:NONE:LOCAL_PLANT_MAT:SEED]
[SKILL:PROCESSPLANTS]
Don't use Plant Variety or Tree Variety. Fixed. Its off by default for a reason. Not actually sure why it hasn't already been removed when it became incompatible with Masterwork. And from what I remember, the SKILL:PRESSING or some such reaction on the quern was actually the valnilla milling plants reaction renamed. Using that should make the extra plants work.Dammit. I was afraid of that; apart from the problems with milling the new plants, I quite like this fort. Ah well, on to the next fort.
Tavern should do it. Have him spend a month as a bard.I believe there is a way to cure with gaia's garden.
There used to be a workshop back in v3 I believe that let you repair any dwarf, but I can't seem to find it now. Might have been removed due to balance issues?
Can't do that to a wagon. :-PTavern should do it. Have him spend a month as a bard.I believe there is a way to cure with gaia's garden.
There used to be a workshop back in v3 I believe that let you repair any dwarf, but I can't seem to find it now. Might have been removed due to balance issues?
Additionally, I need to craft a journal urgently for the Apothecary (this is the main reason for craft the shells), because the lungs of some dwarfs start to rotten and it is too early for play with the fun ???If you have stone, there is a reaction to craft a stone journal in the craftsdwarf.
Hi guys!Not sure about shrimp and lobster, but turtle shell can be used to make between iron and steel grade armor pretty easily.
I'm embarked in a desert with the sea in one corner, thanks to this I have a lot of shrimp shell and lobster shell. Then only problem is... Can I do something with them? The craftsdwarf workshop don't work when I try to make shell crafts (message: "not shells item available" or something similar, also I try with the pearl, horn, tooth, bone reaction and anything...). Additionally, I need to craft a journal urgently for the Apothecary (this is the main reason for craft the shells), because the lungs of some dwarfs start to rotten and it is too early for play with the fun ???
On the other hand... If somebody can help me with a small problem in this thread (http://www.bay12forums.com/smf/index.php?topic=106497.msg5440195#msg5440195)...
Additionally, I need to craft a journal urgently for the Apothecary (this is the main reason for craft the shells), because the lungs of some dwarfs start to rotten and it is too early for play with the fun ???If you have stone, there is a reaction to craft a stone journal in the craftsdwarf.
Not sure about shrimp and lobster, but turtle shell can be used to make between iron and steel grade armor pretty easily.
Fortunately, journals are just crafts, so you can just have somebody crap out shell crafts by the truckload and hope you get a journal early.Additionally, I need to craft a journal urgently for the Apothecary (this is the main reason for craft the shells), because the lungs of some dwarfs start to rotten and it is too early for play with the fun ???If you have stone, there is a reaction to craft a stone journal in the craftsdwarf.
Well, I have no stone yet... I usually like embark with the roleplaying of manage a group of political exiled (traitors to the king or something similar) with the biggest punish for a dwarf: NO PICK! But now is early autumn and I think that it is possible to survive to the next caravan... :P
I thought it was more like bronze, after combining and reinforcing it with more shells in the tanner's shop.Not sure about shrimp and lobster, but turtle shell can be used to make between iron and steel grade armor pretty easily.
Between iron and steel? Holy fuck! What are eating this turtles? xD
I'm using Masterwork for the first time, and I can't select skills at embark (chose Prepare Carefully). The +/- keys do nothing with skills selected, though they work for items. I'm using 5.10 on Windows 8.1. Some of the dwarves have Arcane or Guild properties, if that matters.
I'm using Masterwork for the first time, and I can't select skills at embark (chose Prepare Carefully). The +/- keys do nothing with skills selected, though they work for items. I'm using 5.10 on Windows 8.1. Some of the dwarves have Arcane or Guild properties, if that matters.
Most likely it's a matter of embark points and skill points. First make sure you actually have some embark points left -- even with "Prepare carefully", there is still a default set of equipment that the game tries to bring, and this can eat up all your points until you remove some of the items, especially if your civ has no access to raw iron, and therefore everything gets magically upgraded to steel.
Second, make sure the dwarf in question has some skill points left.
Fortunately, journals are just crafts, so you can just have somebody crap out shell crafts by the truckload and hope you get a journal early.
BTW: What advantages does bread have?
Between iron and steel? Holy fuck! What are eating this turtles? xD
how to use "embark" in dfhack?
Apparently I have huge areas of "living rock" on my embark. I did already mine some of it, but I want to avoid "fun" as I already have 800+ meat for my fortress of 40 dwarves. The manual tells me, that I should be able to butcher living rock at the kitchen. I remember I did that in an older version, now I'm using 5.10 on Linux. The kitchen doesn't list the reaction though. Looked at the linked raw in the manual and didn't find it there either.It is done in the slaughterhouse.
It is done in the slaughterhouse.
I've got an odd problem with a dwarf. My second earth mage is REALLY slow. Like 1/3 the speed of any other dwarf. He isn't wearing any scaleplate (scaleplate clothes slow dwarves badly). He isn't missing any arms or legs. He is healthy and has no unexpected effects on him, not hungry or thirsty. He has gone through 3 transforms (dwarf->arcane->earth1->earth2) and it doesn't change his speed at all (I didn't notice it before he became arcane, but have no reason to suspect it wasn't there since I was annoyed at how long it took him to change).Check his ambushing skill. If he has any it's because he was attacked at some point and started sneaking, and hasn't stopped. Don't know a fix.
Is there anything I can even look at to try and figure out his issue? Glancing through the dfhack scripts didn't reveal anything useful; cprobe and the syndrome check didn't show anything...
I have a strange bug, that might be vanilla-related:
I have many barrels, and my food stockpile is not full. Yet, there are many piles of meat lying around on the open air. The dwarves seem to put that meat in barrels, although generally I also have meat-barrels.
Do I have too much meat overall? (800+)
Also a question: Can ground meat spoil like regular meat?
Thanks
if it is stockpiled, it does not need to be in a container
Another thing: In what category are my prepared meals, in the trading screen? Or is it even smart to trade those? What would be a large enough stack of prepared meals for a fortress of roughly 60 dwarves?
Masterwork complicates trading meals because there is such a broad naming scheme for each tier. Makes it more difficult to find them, unless they're stored in containers (at which point the containers are labelled "prepared meal [foo]"), which may not happen if the stacks are particularly large (and the container may not necessarily be titled "prepared meal" if other foods are also stored in it).
Well, doesn't really make it difficult to find them, just more time consuming and requires that you remember what all the possible names are.
It is possible to revert them back to the vanilla names (cookies for 2 piece easy meals, stews 3 piece meals, roasts for 4 piece lavish meals) by editing item_food.txt in the raw\objects to make them easier to find that regard.
Plump helmet men becoming mayor is just the result of the Other trying to install its favoured creations in positions of power.
Plump helmet men mayors are awesome. They don't make mandates. They don't get upset in the same way dwarves do. They conduct meetings quickly and efficiently. They're just BETTER then any being of puny flesh and bone could ever be.
Masterwork complicates trading meals because there is such a broad naming scheme for each tier. Makes it more difficult to find them, unless they're stored in containers (at which point the containers are labelled "prepared meal [foo]"), which may not happen if the stacks are particularly large (and the container may not necessarily be titled "prepared meal" if other foods are also stored in it).
Well, doesn't really make it difficult to find them, just more time consuming and requires that you remember what all the possible names are.
It is possible to revert them back to the vanilla names (cookies for 2 piece easy meals, stews 3 piece meals, roasts for 4 piece lavish meals) by editing item_food.txt in the raw\objects to make them easier to find that regard.
Why do you want to make a living of selling food? It's harder to get than in vanilla, you're much better off selling crafts for food than the other way around. True, the insane high value trap components are fixed, but you can have some priest Pray for soft metal/R, and if you have peat, you have unlimited fuel too. Platinum goblets fetch a nice price. ;D
Plump helmet men becoming mayor is just the result of the Other trying to install its favoured creations in positions of power.
Plump helmet men mayors are awesome. They don't make mandates. They don't get upset in the same way dwarves do. They conduct meetings quickly and efficiently. They're just BETTER then any being of puny flesh and bone could ever be.
Soooo, Im calling !!!SCIENCE!!! on that one. Someone get me a way to turn my mayor into a plump helmet man while he keeps his noble position. And secondly, someone test the rest of noble positions. Chief medical wont work i guess, and bookkkeeper needs an office, but broker? Can you assign a plump helmet man as a noble? An if not, what do we need to turn all forts into wretched hives, where plump helmet men rule over the dwarves with their chilled, efficent attitude, keeping them content with plump helmet man wine and roast of their less privileged brethren.
Plump helmet men becoming mayor is just the result of the Other trying to install its favoured creations in positions of power.
Plump helmet men mayors are awesome. They don't make mandates. They don't get upset in the same way dwarves do. They conduct meetings quickly and efficiently. They're just BETTER then any being of puny flesh and bone could ever be.
Soooo, Im calling !!!SCIENCE!!! on that one. Someone get me a way to turn my mayor into a plump helmet man while he keeps his noble position. And secondly, someone test the rest of noble positions. Chief medical wont work i guess, and bookkkeeper needs an office, but broker? Can you assign a plump helmet man as a noble? An if not, what do we need to turn all forts into wretched hives, where plump helmet men rule over the dwarves with their chilled, efficent attitude, keeping them content with plump helmet man wine and roast of their less privileged brethren.
Plump helmet men becoming mayor is just the result of the Other trying to install its favoured creations in positions of power.
Plump helmet men mayors are awesome. They don't make mandates. They don't get upset in the same way dwarves do. They conduct meetings quickly and efficiently. They're just BETTER then any being of puny flesh and bone could ever be.
Soooo, Im calling !!!SCIENCE!!! on that one. Someone get me a way to turn my mayor into a plump helmet man while he keeps his noble position. And secondly, someone test the rest of noble positions. Chief medical wont work i guess, and bookkkeeper needs an office, but broker? Can you assign a plump helmet man as a noble? An if not, what do we need to turn all forts into wretched hives, where plump helmet men rule over the dwarves with their chilled, efficent attitude, keeping them content with plump helmet man wine and roast of their less privileged brethren.
I think there's been some research done in that regard in vanilla, with sentient but non-civ races like tigermen.
The gist is that the mayor position is based on social skills. Because sentient non-civs can still talk and interact with dwarves, but can't take other jobs, they gets lot of time to practice social skills, potentially more than any of your dwarves. This results in them being voted for mayor over your dwarves who are busy with other work. But they are not members of your fort (or rather, not units you can command directly) so you can't assign them to anything. Mayor is the only position they can be given. A similar thing happens with children because they get 12 years to do nothing but talk to people, so once they become an adult their skills may surpass other options for mayor.
Baron is also an assigned (that is, by the player) position.
So what gives? Is this a bug? Or do the reactions make a random illumination item, and I actually need to keep queuing up the reaction until I have 6 actual candelabras?
So what gives? Is this a bug? Or do the reactions make a random illumination item, and I actually need to keep queuing up the reaction until I have 6 actual candelabras?
I always make my candelabras in the stonecutter's workshop (I make everything in those workshops. Wood is for elves.), using the "make candelabra from blocks" option in the manager screen. Guaranteed to be 100% candelabras, unlike the presumably hardcoded craftsdwarf reactions.
I'm currently having an issue building a Temple right now. It's been a while since I've played, and it's really my first attempt at the religion system, but the building says it requires 6 candelabras. I queued up a job with the manager to make 6 bone candelabras, and when the task was completed I still couldn't lay the plan for the building down. I checked my stocks and it says I have bone braziers and fireplaces, but no candelabras, and I never queued up either of those items. Then I told my craftsdwarfs workshop to build 6 stone candelabras, and he only made one. The other items he made are braziers and fireplaces.
So what gives? Is this a bug? Or do the reactions make a random illumination item, and I actually need to keep queuing up the reaction until I have 6 actual candelabras?
EDIT: Misleading spelling error
EDIT2: Resolved. I had to keep queuing the reaction until six actual candelabras were made. A little annoying, but considering they replaced toys, understandable.
I'm trying to understand harder farming for above ground non-tree plants with a spring, summer and autumn sowing. Manual says you "will need 2 seasons to grow, and should only be planted in spring or summer; and harvested in summer or autumn." Yet two seasons(168 days) with a summer planting would put you in winter. And indeed if, during your first busy spring, the spring planting doesn't get done until the last week of the season you'll only have the last week of autumn to harvest before winter. Am I understanding this correctly; planting these crops has to be done in the spring?you understand correctly, and I have changed grow time a long time ago to 1 season because of that. I mistake in my early days of modding. Manual is just wrong, its 1 season, not 2.
I'm currently having an issue building a Temple right now. It's been a while since I've played, and it's really my first attempt at the religion system, but the building says it requires 6 candelabras. I queued up a job with the manager to make 6 bone candelabras, and when the task was completed I still couldn't lay the plan for the building down. I checked my stocks and it says I have bone braziers and fireplaces, but no candelabras, and I never queued up either of those items. Then I told my craftsdwarfs workshop to build 6 stone candelabras, and he only made one. The other items he made are braziers and fireplaces.
So what gives? Is this a bug? Or do the reactions make a random illumination item, and I actually need to keep queuing up the reaction until I have 6 actual candelabras?
EDIT: Misleading spelling error
EDIT2: Resolved. I had to keep queuing the reaction until six actual candelabras were made. A little annoying, but considering they replaced toys, understandable.
Hmm a while back the same thing was happening with stone candelabras. I hunted down the raws and found that the reaction targeted ITEM_TOY instead of ITEM_TOY_CANDELABRA. What version of masterwork are you using because that fix should have been in I think in 4c. Its possible bone is doing the same thing from a never caught error or a copy in of old code while the workshops were being updated. I'll take a look through later.
I've got an odd problem with a dwarf. My second earth mage is REALLY slow. Like 1/3 the speed of any other dwarf. He isn't wearing any scaleplate (scaleplate clothes slow dwarves badly). He isn't missing any arms or legs. He is healthy and has no unexpected effects on him, not hungry or thirsty. He has gone through 3 transforms (dwarf->arcane->earth1->earth2) and it doesn't change his speed at all (I didn't notice it before he became arcane, but have no reason to suspect it wasn't there since I was annoyed at how long it took him to change).Check his ambushing skill. If he has any it's because he was attacked at some point and started sneaking, and hasn't stopped. Don't know a fix.
Is there anything I can even look at to try and figure out his issue? Glancing through the dfhack scripts didn't reveal anything useful; cprobe and the syndrome check didn't show anything...
Meph, while you're waiting for the DFhack update to begin working in earnest, do you mind if I try to hotfix some of the stuff that can be added to 40.x as of now? Standalone, of course, just want permission before I start ripping ideas from here to spice up my time before MWDF comes out proper.Sure, go ahead. :)
I've got an odd problem with a dwarf. My second earth mage is REALLY slow. Like 1/3 the speed of any other dwarf. He isn't wearing any scaleplate (scaleplate clothes slow dwarves badly). He isn't missing any arms or legs. He is healthy and has no unexpected effects on him, not hungry or thirsty. He has gone through 3 transforms (dwarf->arcane->earth1->earth2) and it doesn't change his speed at all (I didn't notice it before he became arcane, but have no reason to suspect it wasn't there since I was annoyed at how long it took him to change).Check his ambushing skill. If he has any it's because he was attacked at some point and started sneaking, and hasn't stopped. Don't know a fix.
Is there anything I can even look at to try and figure out his issue? Glancing through the dfhack scripts didn't reveal anything useful; cprobe and the syndrome check didn't show anything...
I've noticed this happening to some of my dwarves as well. Do you know if there's a bug report about it on the tracker, or if there are any other discussions in the vanilla forums? (I didn't notice any in searching for sneaking but there's a lot of chaff to sift through.)
One bug I found, I thnk I read about it somewhere,too:
Improving a weapon at the weaponry, and got a "superior steel knuckle duster" and a "legendary steel knuckle duster". I'm not really complaining, but it is is a bug. :D
not a bug the reaction has a small chance of getting you that legendary X weapon when doing the upgrade reaction on top of the superior weapon.]Hm, I know that there is a chance 15% chance to receive a legendary weapon. However, I guess this should be instead of the superior weapon, not in addition to that. I mean, thing of that, you put one battleaxe there to improve it and you should get either a regular, superior battleaxe, or as in some cases a legendary version of your input weapon.
Where are glazing reactions these days? I don't see them in the clay oven, the kiln, or the pottery?
Can anyone tell me what is the deal with "finding dead dwarves"? How long must a dorf be dead for others to officialy find his corpse?
1. Have decided to build a School of Magic and it says now that I need an architect to finish it. Have assigned multiple dwarfs as architect and some of them have socery as skill. Yet none of them decides to build, even after stripping away their hauling duties etc. So did my building just glitch out or is there a requirement I havent met?
2. Have given myself to start off with the mod some more time (set invasions which are above late down to late), however I do not seem to get ANY invasion forces at all. Like nothing... no Goblins, no Orcs, no Kobolds, No Automatons, no Freezers, nothing. Though I am almost in year 3 now, but from what I have experienced is that invasions occur earlier... maybe I have set them that late that I get soon a big board onto my fortress... or what I suspect: On embarking it said that my only neighbours are my Civ (Dwarfs), Freezers and Automatons... I embarked on a single Tile volcano island, 4x5 (weird size) and theres literally no land connection to any other civs. There are other civs whatsoever.
3. I dont get the research system quite yet. I have researched the greatforge, deployed it. Ok good now I can craft big weapons... then I saw that I need to research it again in order to build another one or use a scriptorium and library to copy schematics. Well since I am anyways not going for melee weapons on that embark and I rather want to use mages and ranged combat units I would like to know: How do I craft books? I cannot figure it out... basicly I miss ink and glue, that I know. Neither I know how to get. I need to get ink and glue in order to copy schematics of a gunsmith for instance... or runic weaponary... or golemforge (not that I need more then one anyways)
4. If I change the invasion settings in the launcher under civs will it affect my current world? Or do I have to generate a new one?
5. Rather simple question: I have read about the mod a bit and saw that there are new megabeasts... 2 in particular caught my attention which are supposed to be in the mod... A "firebird" and a "thunderbird". Now 2 things: Are they trapavoid? Cause I kinda want to keep them as pets. And last but not least... assuming that if we have a firebird and a thunderbird I would think that there might be some kind of frostbird/icebird... so am I right in that assumption?
1. Have decided to build a School of Magic and it says now that I need an architect to finish it. Have assigned multiple dwarfs as architect and some of them have socery as skill. Yet none of them decides to build, even after stripping away their hauling duties etc. So did my building just glitch out or is there a requirement I havent met?
2. Have given myself to start off with the mod some more time (set invasions which are above late down to late), however I do not seem to get ANY invasion forces at all. Like nothing... no Goblins, no Orcs, no Kobolds, No Automatons, no Freezers, nothing. Though I am almost in year 3 now, but from what I have experienced is that invasions occur earlier... maybe I have set them that late that I get soon a big board onto my fortress... or what I suspect: On embarking it said that my only neighbours are my Civ (Dwarfs), Freezers and Automatons... I embarked on a single Tile volcano island, 4x5 (weird size) and theres literally no land connection to any other civs. There are other civs whatsoever.
3. I dont get the research system quite yet. I have researched the greatforge, deployed it. Ok good now I can craft big weapons... then I saw that I need to research it again in order to build another one or use a scriptorium and library to copy schematics. Well since I am anyways not going for melee weapons on that embark and I rather want to use mages and ranged combat units I would like to know: How do I craft books? I cannot figure it out... basicly I miss ink and glue, that I know. Neither I know how to get. I need to get ink and glue in order to copy schematics of a gunsmith for instance... or runic weaponary... or golemforge (not that I need more then one anyways)
4. If I change the invasion settings in the launcher under civs will it affect my current world? Or do I have to generate a new one?
5. Rather simple question: I have read about the mod a bit and saw that there are new megabeasts... 2 in particular caught my attention which are supposed to be in the mod... A "firebird" and a "thunderbird". Now 2 things: Are they trapavoid? Cause I kinda want to keep them as pets. And last but not least... assuming that if we have a firebird and a thunderbird I would think that there might be some kind of frostbird/icebird... so am I right in that assumption?
1. I'd guess it is a burrow problem, or the guild is suspended, or no one has gotten around to it yet... It works fine for me.
2. You will only get attacked by things on your neighbor list and both automons and frost giants are late game. In year 3 in my current fort I've had ambushes of goblins and succubi, but nothing more advanced than that.
3. To write books or copy researches (which you only need to do if you want more than one of the building and don't want to just do the research again), you need ink (from a craftdwarf's shop, made from ash/graphite/dye and jugs), glue (made in the kitchen from horn/hoof, or screwpress from bloated tubers), and paper (from screwpress, or tanner, or thatchery). Paper is either papyrus, vellum or paper (depending on the source).
4. Dunno.
5. firebirds are not megabeasts and not trapavoid (but will light the world on fire if they get mad). I don't know if thunderbirds are trap avoid (every time I've seen any they just flew in and I didn't have traps), I think they are basically Rocs from vanilla, not really "thundery" per se. I'm not sure if there are ice birds or anything.
Thanks alot, probaly just trying rebuilding it. Might be also conducted to the fact that I lack anyone being part of that "wizard guild" means no firemage, watermage etc.Might be just glitched, just trying to reconstruct it once I play later on.
About the Glue... are those bulls you get when starting off usefull for Glue production? Cause the only other thing I have where I have read about is that spore trees might yield some kind of glue... but horned animals? Not sure if I have any of those... probaly wind up hunting the local wildlife... Ash I assume I get by incinerating corpses in the crematorium. Got tons of vermin corpses lying arround and some expendable dwarves able to take the sickness they get from it.
The herbalist's workshop can turn spore trees into glue, which is my big source once I get a decent tree farm operational. Personally my usual method for finding out how to make things is through the job manager UI; j-m-q then type in "glue" and I see that I can boil horns and hooves, press bloated tubers, or cultivate glue from spore-tree logs. Easy peasy. Granted, it doesn't say what workshops you need to do those jobs, but I'll usually have one of each workshop by the time they become important. You can also look in the raws; searching through raw/objects for "glue" gets meThanks alot, probaly just trying rebuilding it. Might be also conducted to the fact that I lack anyone being part of that "wizard guild" means no firemage, watermage etc.Might be just glitched, just trying to reconstruct it once I play later on.
About the Glue... are those bulls you get when starting off usefull for Glue production? Cause the only other thing I have where I have read about is that spore trees might yield some kind of glue... but horned animals? Not sure if I have any of those... probaly wind up hunting the local wildlife... Ash I assume I get by incinerating corpses in the crematorium. Got tons of vermin corpses lying arround and some expendable dwarves able to take the sickness they get from it.
I've started the guild without any mages of any stripe. I'd check to make sure it wasn't suspended and that there isn't a burrow issue.
In the kitchen you can boil hooves and horns for glue (iirc), which you can get from the tuskoxen. I usually get it from running bloated tubers through the screw press. Ash you can get from burning corpses or just from burning wood to ash in the smelter. Look at the available reactions (including the red ones) in the various workshops, there are a lot of ways to get most everything in Masterwork, which is one of the things I like the most about it.
[REACTION:PRESS_BLOATED_TUBER]
[NAME:Press glue from bloated tuber]
[BUILDING:SCREW_PRESS:CUSTOM_G]
[BUILDING:GUILD_FARMER_N:CUSTOM_G]
[REAGENT:A:2:PLANT:NONE:PLANT_MAT:TUBER_BLOATED:STRUCTURAL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_GLUE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:TUBER_BLOATED:SEED]
[SKILL:PROCESSPLANTS]
, so then I can look for "ITEM_TOOL_GLUE" to find more reactions which produce glue, along with the workshops they take place in.
Great, got a dwarven caravan but have no idea how to trade with them, its different then in vanilla, theres no item value... only weight. Well guess no Mithril for me then :/Your broker doesnt have skill in Appraising. Which is the same as vanilla, he cant guess values.
Great, got a dwarven caravan but have no idea how to trade with them, its different then in vanilla, theres no item value... only weight. Well guess no Mithril for me then :/Your broker doesnt have skill in Appraising. Which is the same as vanilla, he cant guess values.
Thanks alot, probaly just trying rebuilding it. Might be also conducted to the fact that I lack anyone being part of that "wizard guild" means no firemage, watermage etc.Might be just glitched, just trying to reconstruct it once I play later on.
About the Glue... are those bulls you get when starting off usefull for Glue production? Cause the only other thing I have where I have read about is that spore trees might yield some kind of glue... but horned animals? Not sure if I have any of those... probaly wind up hunting the local wildlife... Ash I assume I get by incinerating corpses in the crematorium. Got tons of vermin corpses lying arround and some expendable dwarves able to take the sickness they get from it.
I've started the guild without any mages of any stripe. I'd check to make sure it wasn't suspended and that there isn't a burrow issue.
4. If I change the invasion settings in the launcher under civs will it affect my current world? Or do I have to generate a new one?
So I got a dwarf with the 'Lich' guild.. is that bad?
Can anyone tell me what is the deal with "finding dead dwarves"? How long must a dorf be dead for others to officialy find his corpse?
After a week, a dwarf will be declared "missing", unless a live dwarf happens to stumble across the corpse before then. Once that happens, you can engrave a memorial slab.
If nobody saw a dwarf die (except a vampire -- that doesn't count), then nobody will know there's a corpse sitting there. You, the human playing the game, can see it, but your dwarves don't know it's there. However, all of the dwarf's attire (socks, cloak, toga, more socks, etc.) will become known. If the dead dwarf wasn't married, then the clothes become fortress property (unowned), so someone may come along to haul them to a stockpile, and -- hey, look, a corpse! If the dwarf was married, then the clothes become the widow's property, so they might sit there for a very long time indeed.
If you know where the corpse is, and you want your dwarves to know, give a military squad a station order which will lead them to it.
So I got a dwarf with the 'Lich' guild.. is that bad?
So I got a dwarf with the 'Lich' guild.. is that bad?
That depends. The undead he raises will be powerful and retain their loyalty from before death. So just make sure you don't let him near a pile of orc or goblin corpses. Undead pets and dwarves are useful. I hear its possible he could go mad with power and try to take over but haven't seen it. Overall he's a very late tier powerful magic user so don't just throw him away. Just requires a short leash like guard animal escorts and plenty of doors to lock.
So I got a dwarf with the 'Lich' guild.. is that bad?
That depends. The undead he raises will be powerful and retain their loyalty from before death. So just make sure you don't let him near a pile of orc or goblin corpses. Undead pets and dwarves are useful. I hear its possible he could go mad with power and try to take over but haven't seen it. Overall he's a very late tier powerful magic user so don't just throw him away. Just requires a short leash like guard animal escorts and plenty of doors to lock.
I am confused - why are you replying to me when you didn't read my post? :D
How long must a dorf be dead for others to officialy find his corpse?
He said in his post that the corpse got dragged around long before it was found. Hence the difference between literally finding it(presumably done when you move it to a stockpile) and officially finding it (message). If you're accused of not reading his post please have the decency to return to it and make sure you understood it before trying to insult his intelligence.I am confused - why are you replying to me when you didn't read my post? :D
Oh, did I write too many words? OK, let me try again.How long must a dorf be dead for others to officialy find his corpse?
Dwarves don't "officially find" a corpse. They have to "literally find" the corpse.
He said in his post that the corpse got dragged around long before it was found.
I had one at one point. Using him in combat is a pain, since everything needs to be killed twice in the end. Maybe station him in the graveyard and let him raise dwarven golems all day as his job, maybe?
He said in his post that the corpse got dragged around long before it was found.
Oh, sorry. I must have missed that part. If there was no death announcement the minute someone started hauling the corpse, then either the hauler was literally blind (loss of eye function due to syndrome, etc.) or you've found a new bug I wasn't aware of.
If the issue is merely that the corpse's name is not showing up in the "engrave slab" list, this is a different already-known bug.
Apparently blowguns are the pinnacle of orcish melee weapon technology, with even copper examples able to tear right through steel breastplates. Who knew?blowdarts or blowguns? The ranged projectile, or the weapon itself? ^^
spontaneous dwarf materialization? A 84 year old dwarf just appeared in my fort and I have no idea how he got there. He is a Mason guild member (which is how I noticed him - I had 9 masons, next time I look in the Therapist, there are 10. And no, i did not make him join). No announcement. No migrants. Fort is sealed because of a siege. This suspicious fellow is happily running around Armok Wards and several High Priests so he should not be some secret spy or what not. Any idea what is going on? :DHave you asked dwarf therapist? It should tell you when he arrived, at least. He might just be part of a migrant wave you didn't notice.
spontaneous dwarf materialization? A 84 year old dwarf just appeared in my fort and I have no idea how he got there. He is a Mason guild member (which is how I noticed him - I had 9 masons, next time I look in the Therapist, there are 10. And no, i did not make him join). No announcement. No migrants. Fort is sealed because of a siege. This suspicious fellow is happily running around Armok Wards and several High Priests so he should not be some secret spy or what not. Any idea what is going on? :DHave you asked dwarf therapist? It should tell you when he arrived, at least. He might just be part of a migrant wave you didn't notice.
EDIT2: Alright, turns out I was looking at DF2014 stuff. Heh. So, 180 extra plants?What?
EDIT2: Alright, turns out I was looking at DF2014 stuff. Heh. So, 180 extra plants?What?
i noticed today in my new fort that i am getting alot of "rocks" show up when i butcher animals, i was wondering is there anything to do with these "rocks" or are they purely a bug? examples are... troll rock, stray boozebelly goat rock, stray cave beetle rock, stray unicorn rock, frogman rock... i didn't even notice them until i realized my refuse pile was full and my corpses were not being butchered. i am currently dumping all of these "rocks" into my garbage pile.
So some of my dwarves got caught in the Warpstone turret goo. All parts of their bodies rotten. Medics managed to remove most of the rot. Now all the patients have "rotten left breast" and "rotten right breast" (yes, ALL the patients have the same rotten bodyparts), they behave like they are healthy, they are spreading miasma from the rot and they do not seek medical attention. Is there any way to cure them completely or at least stop the miasma?Magma? Or an atomsmasher would do it. Stops the miasma like nothing else!
EDIT: I used dfhack fullheal to solve the problem. Still wonder though if there is a "legit" way :D
i noticed today in my new fort that i am getting alot of "rocks" show up when i butcher animals, i was wondering is there anything to do with these "rocks" or are they purely a bug? examples are... troll rock, stray boozebelly goat rock, stray cave beetle rock, stray unicorn rock, frogman rock... i didn't even notice them until i realized my refuse pile was full and my corpses were not being butchered. i am currently dumping all of these "rocks" into my garbage pile.
Is temperature on?
So some of my dwarves got caught in the Warpstone turret goo. All parts of their bodies rotten. Medics managed to remove most of the rot. Now all the patients have "rotten left breast" and "rotten right breast" (yes, ALL the patients have the same rotten bodyparts), they behave like they are healthy, they are spreading miasma from the rot and they do not seek medical attention. Is there any way to cure them completely or at least stop the miasma?Magma? Or an atomsmasher would do it. Stops the miasma like nothing else!
EDIT: I used dfhack fullheal to solve the problem. Still wonder though if there is a "legit" way :D
Oh good I got a mage in my latest migration wave...Something similar happened to me but not really? Anyway, I got a migrant wave and straight off the bat this dwarf mage brought hell upon me grasslands... Not sure why he was just randomly spewing fires all over. Here's some screenies, I'd be happy if someone can elaborate all this to me, oh and I lost the fort in a matter of minutes after he started a fire in the dining room, heh.
*Checks which type of mage*
Uff its a firemage... shall I execute him straight off or keep him and let him fight underground? Map is full of grass and combustable materials
Oh good I got a mage in my latest migration wave...Something similar happened to me but not really? Anyway, I got a migrant wave and straight off the bat this dwarf mage brought hell upon me grasslands... Not sure why he was just randomly spewing fires all over. Here's some screenies, I'd be happy if someone can elaborate all this to me, oh and I lost the fort in a matter of minutes after he started a fire in the dining room, heh.
*Checks which type of mage*
Uff its a firemage... shall I execute him straight off or keep him and let him fight underground? Map is full of grass and combustable materials
Wait it says "Aeromancer"? I am not sure but that looks like something different to me, like someone messing arround with... well air spells and lightnings etc, weird that he started fires. Hm, really considering to execute my Firemage now before he causes any serious trouble... there are still many wooden furniture pieces arround my fort and I dont want them to combust (yet).
Oh good I got a mage in my latest migration wave...Something similar happened to me but not really? Anyway, I got a migrant wave and straight off the bat this dwarf mage brought hell upon me grasslands... Not sure why he was just randomly spewing fires all over. Here's some screenies, I'd be happy if someone can elaborate all this to me, oh and I lost the fort in a matter of minutes after he started a fire in the dining room, heh.
*Checks which type of mage*
Uff its a firemage... shall I execute him straight off or keep him and let him fight underground? Map is full of grass and combustable materialsSpoiler (click to show/hide)
The great thing about shadowleafs is that they grow both underground and outside.
I believe they're used for poisons, oil, soap and water? Not sure about tobacco since I never focused on that.
Right before one last survivor died of thirst from going mad a migrant wave appeared and I'm back in business but now I can't assign any nobles?
I thought guild membership, military class membership, priesthood and being a mage were mutually exclusive, all of them being castes.Yeah it's pretty weird but as you can see on the screenshot being an aeromancer is a curse given during worldgen, I checked in dwarf therapist. So he's a cursed member of a jewelers guild.
Pit the spiders into a pit with a upright spike attached to a lever. Pull lever repeatedly. Laugh.
I use locked doors instead of stockpile settings. Lock a worker inside the room with some metal bars and weapons available. Same thing, in the end.
I use locked doors instead of stockpile settings. Lock a worker inside the room with some metal bars and weapons available. Same thing, in the end.Personally I just use job-material (https://github.com/DFHack/dfhack#job-material) for that; set the engrave job on repeat and order it to only take steel weapons, long swords, or steel longswords. Quality it can't handle, but I just melt down everything of insufficient quality.
Side view.
Water flows
=============V down a level V====>
^===============^ and up again
Water will flow down that first level, but won't flow back up to the original level. I've even pressurized the water with a pump, but still nothing.Do you know that water pressure only fills up to one level lower than the source, except in the special case of infinite sources like rivers? so if your lake is not a source the behavior you describe sounds normal. Pressurizing pumps should work but they might need to be one z level higher than you might think.Forgot about the one-level-below thing, but this should still have worked, because the pump is on the level above the water I want to flow, right about where "Water flows" is on this diagram. I'll put another pump on top of the one that's already there, give it a higher pressure head. If that doesn't work, I'll just give up and cut through the ore like I probably should have done.
Side view.
Water flows
=============V down a level V====>
^===============^ and up again
ETA: WTF? I built another pump two levels above the water I want to make flow, and it's still not flowing up. I carved a ramp, in case the water just couldn't flow up stairs, and still nothing. Might also be because the pressurized water is mixing with the unpressurized flow, so I'm building a wall to separate the pump output from input.Rather stupid question... how do I extract adamantine strands? Theres no extractor labor... I can only do "Extract Adamantine Strands" in the craftdwarfs workshop... and thats it, nobody is going to do that.You have to pray for the holiest of metals.
Rather stupid question... how do I extract adamantine strands? Theres no extractor labor... I can only do "Extract Adamantine Strands" in the craftdwarfs workshop... and thats it, nobody is going to do that.
Rather stupid question... how do I extract adamantine strands? Theres no extractor labor... I can only do "Extract Adamantine Strands" in the craftdwarfs workshop... and thats it, nobody is going to do that.You have to pray for the holiest of metals.
Rather stupid question... how do I extract adamantine strands? Theres no extractor labor... I can only do "Extract Adamantine Strands" in the craftdwarfs workshop... and thats it, nobody is going to do that.You have to pray for the holiest of metals.
Dwarf children grow up way quicker in Masterwork. Don't kill them, tempting as it may be.
Dwarf children grow up way quicker in Masterwork. Don't kill them, tempting as it may be.
Aw... was going to turn them into living Bioweapons with the forgotten beast I am about to trap... it has a slow necrosis breath and would simply let the kids get infected, putting them outside of the fortress and see if Goblins like them.
But well if they grow up faster I give it a shot... so far they organized 7 damn parties and keep my Dwarves off from working.
Mood-related question: where can I get shells in dwarf mode? Turtles from the fish pond don't seem to have any.They should. Do you have a fishery to get shells from them?
Mh, crap. I can make it spawn an actual creature, instead of vermin, but that would be overpowered. It would spawn a living pet turtle, which you would have to butcher to get the shell. It would work for sure, but also gives meat and bones and scales...
I can easily spawn a tanned shell that can be used for armors and such, yes.. but moods require the shell body part, which I cant spawn. Its like skulls and bones and skins. I have no access to those, only to totems, bone items and leathers.
i noticed today in my new fort that i am getting alot of "rocks" show up when i butcher animals, i was wondering is there anything to do with these "rocks" or are they purely a bug? examples are... troll rock, stray boozebelly goat rock, stray cave beetle rock, stray unicorn rock, frogman rock... i didn't even notice them until i realized my refuse pile was full and my corpses were not being butchered. i am currently dumping all of these "rocks" into my garbage pile.
Anyone else not able to select Pigtail Spawns on Embark? The ones I use are bought from a Dwarven caravan... am I just blind and you can actually select them or cant you select them and its intended or cant you select them and its unintended?
Cause if its intended not being able to select them I need to look for alternatives to get material for bandaging and suturing easily... might need to get some mountain sheep or whatever dwarves use then... or go straight for forest spider silk farms.
Noob question: How do I enable rendermax? And why is my dfhack window so small with extremely small letters, and no way to make it bigger? What is it, dfhack for ants?
And why is my dfhack window so small with extremely small letters, and no way to make it bigger? What is it, dfhack for ants?
Anyone else not able to select Pigtail Spawns on Embark? The ones I use are bought from a Dwarven caravan... am I just blind and you can actually select them or cant you select them and its intended or cant you select them and its unintended?
Cause if its intended not being able to select them I need to look for alternatives to get material for bandaging and suturing easily... might need to get some mountain sheep or whatever dwarves use then... or go straight for forest spider silk farms.
Embark depends on what your civ has access to. If you can buy them from the dwarven caravan you should be able to buy them at embark. Are you sure you didn't buy them from the gnomes?
Ah, the one license-requiring building I didn't build.
Unless you're suggesting some kind of ever shifting state of chaos in which objects are deconstructed and constructed and deconstructed on a whim, constantly recycled into what's most useful at the moment, like some kind of colony of Moties. Madness!
Same question I asked about an year ago:
Smelting: The GUI doesn't have anything about Harder Smelting anymore, but the manual still reefers to it and there is (still) some code on the raws about violent reactions on the Raws.
That being, do I need to carefully segregate my smelters and worry about them setting fire to thing and people?
Large gems? Suppose I need the MDF Gemcutter workshop, the new one.
Large gems? Suppose I need the MDF Gemcutter workshop, the new one.
Large gems are a random by-product of normal gemcutting. Just keep cutting stuff in the jeweller and they should appear.
MWDF 5.10, windows 7, Phoebus
Herbalist Lab Extract Perfume from Orchids produces orchid none [5]
The problem with those naturally occuring plants is that they could be farmed in farm plots. ;)
Do plants need seeds? Can you create a plant that will grow in the wild that doesn't have seeds?
forgive me if this has been asked but how do I turn multi z level viewer off in 5.10?first page of the GUI, "item graphics". you have to turn them off, it disables zlevels as well.
forgive me if this has been asked but how do I turn multi z level viewer off in 5.10?first page of the GUI, "item graphics". you have to turn them off, it disables zlevels as well.
Expeditions have been removed.
Fish caught in the pond is transferred to the warehouseNo. But the fishery will accept it, and after it has been made into prepared fish, it will be stockpiled.
Fish bought in the market is transferred to the warehouse
Fish caught in Fishpond not transferred to the warehouse. Can I fix it?
Fishery will accept. But then is not transported-lies in the fishery. Transferred only if the cook in the kitchen
Hey Meph. I would like to report a bug. When you try to brew a specific drink. Ex: brew Whip Wine instead of brew drink. It will only accept rock pots and not wooden barrels. I do not have any burrows and i definitely have empty barrels but i couldn't brew a specific drink until i decided to craft rock pots.
Also one more thing. What is wood stalk used for?
Hopefully this is the right place for this: I'm playing with the additional flora/fauna plugin activated, on a badland embark. What are the utility of barrel cacti? I can barrel-process them for water, which seems useful, but will the dwarves actually use that for anything water-related: e.g., pouring it into a bucket to give to a patient / clean a patient /etc.? I can cook the seeds, sure, but I'd rather not be stuck with a bunch of barrels of water (sounds like problem you'd want to have, in a desert).Can't say about cacti specifically, but pressing water from quarry bush leaves was a lifesaver on waterless site! Dwarves did actually use that water.
Any help would be much appreciated!
Hopefully this is the right place for this: I'm playing with the additional flora/fauna plugin activated, on a badland embark. What are the utility of barrel cacti? I can barrel-process them for water, which seems useful, but will the dwarves actually use that for anything water-related: e.g., pouring it into a bucket to give to a patient / clean a patient /etc.? I can cook the seeds, sure, but I'd rather not be stuck with a bunch of barrels of water (sounds like problem you'd want to have, in a desert).Can't say about cacti specifically, but pressing water from quarry bush leaves was a lifesaver on waterless site! Dwarves did actually use that water.
Any help would be much appreciated!
I suppose that would be the same reaction, interesting; did the dwarves use the water to clean patients? That's really what I'm concerned about; I'd very much LOVE to do a TOTALLY above-ground fortress on a scorching embark. I've sometimes seen them give water from the alcohol-to-water reaction from the brewery, but that's different. Keep in mind, here, that I'm being a bit of a purist...Can't say for certain about cleaning patients. Seen it quite a bit ago, so 'maybe'. But waterling or liquid spawner could help with this, if it's not against your policy :)
I suppose that would be the same reaction, interesting; did the dwarves use the water to clean patients? That's really what I'm concerned about; I'd very much LOVE to do a TOTALLY above-ground fortress on a scorching embark. I've sometimes seen them give water from the alcohol-to-water reaction from the brewery, but that's different. Keep in mind, here, that I'm being a bit of a purist...Can't say for certain about cleaning patients. Seen it quite a bit ago, so 'maybe'. But waterling or liquid spawner could help with this, if it's not against your policy :)
I really can't figure out the magma well as it is (and searching doesn't help).
I can't find a way to make it a "safe" thing for the worker.
1/ How do you guys deal with worn out clothes? They clutter my fort all over, and I can't seem to find a good way to take only those to a stockpile to get disposed.
I know, but I really thought the magma and water wells were a way to use very rare gems to do those "cheats" in a more legit way.Glass melted? Weird. Anyway, build magma well one level under a basin for magma (no holes in the floor) and use "Spawn magma trap" in well. It was in changelog (http://www.bay12forums.com/smf/index.php?topic=125633.msg4214412#msg4214412). (Scroll down to Water Wells and Magma Wells)
I guess my choices now are magma sea (deep down at -50, vetical 3rd cavern), cheating, or using minecarts to take magma up (last time I tried ended badly, green glass melted, and iron was too heavy and got stuck in the magma).
On an other side note, I have a few questions that might as well be posted here:
1/ How do you guys deal with worn out clothes? They clutter my fort all over, and I can't seem to find a good way to take only those to a stockpile to get disposed.
2/ Very similar question, but for surplus of seeds, and potentially other items.
I use a central "seed" stockpile, that gives to individual seed piles, and either sell or roast the ones in surplus (depending on food needs).
This is very heavy on the preparation, but that's the best I could figure out so far to ensure keeping seeds on the side.
3/ I embarked with plump helmet folks. Those breed like madmens and throw parties all the time (cancelled because in a pe'n', but still). I tried to butcher a lot of them, and I am now with piles of their "meat" in the plant pile. I know I can brew that, but I'd need way too many barrels and brewers.
Anyone else had troubles with those critters?
EDIT:
4/ Is there any way at all to make a wood plank stockpile per type?
I'd love to be able to filter them, because of colour, weight and value, but the only option seems to be building multiple sawmills and 't'ake from them, or to switch the pile that takes each time, the first option being a waste of materials and place, the second very micro intensive.
Glass melted? Weird. Anyway, build magma well one level under a basin for magma (no holes in the floor) and use "Spawn magma trap" in well. It was in changelog (http://www.bay12forums.com/smf/index.php?topic=125633.msg4214412#msg4214412). (Scroll down to Water Wells and Magma Wells)Well, it is indeed a possibility, but it requires a second "blood of armok", of which I only had 1 (an only 5 in total on the map, the rest bing in the 3rd cavern layers).
Some problems with it, though. It needs two rough blood of Amrok gems. One for well itself and one for reaction and it gives only fixed amount of magma.
Another is that is spawns incorrectly and sticks magma into walls and in any open space, no matter if it would be possible for magma to get there by flowing. So you'll have to be very careful to have enough empty space over the well. I suppose to prevent constant flow in less than 7/7 filled basin it would be better to have a drain somewhere to keep actual magma storage full and compact and let excess evaporate...
1. I don't have stockpile for clothes. Everything which just lays around gets burned in Crematorium. (Though I cheat sometimes and use alternative stock interface to dump everything with wear and not equipped to speed up the process. Or to dump them on refuse stockpile.)2. I usually don't bother either, but when I get to 200+ strawberry seeds, for a 25 plot farm, it starts to impact the FPS for no benefit at all.
2. dfhack seedwatch if you want. But usually I don't bother. I simply don't cook them or any plants which seeds are useful.
3. LOL Luckily the only plumphelmet man I saw quickly died in a cursed dust accident, so no.
4. I don't think there is. Actually, I mostly gave up on stockpiles %-) They are buggy, kill fps and are otherwise unmanageable.
You can buy them too, they aren't all that costly for established fort. Or let someGlass melted? Weird. Anyway, build magma well one level under a basin for magma (no holes in the floor) and use "Spawn magma trap" in well. It was in changelog (http://www.bay12forums.com/smf/index.php?topic=125633.msg4214412#msg4214412). (Scroll down to Water Wells and Magma Wells)Well, it is indeed a possibility, but it requires a second "blood of armok", of which I only had 1 (an only 5 in total on the map, the rest bing in the 3rd cavern layers).
Some problems with it, though. It needs two rough blood of Amrok gems. One for well itself and one for reaction and it gives only fixed amount of magma.
Another is that is spawns incorrectly and sticks magma into walls and in any open space, no matter if it would be possible for magma to get there by flowing. So you'll have to be very careful to have enough empty space over the well. I suppose to prevent constant flow in less than 7/7 filled basin it would be better to have a drain somewhere to keep actual magma storage full and compact and let excess evaporate...
I'll try to get my hand on one with wall hacking (ssense in 'h' mode).
The finite quantity is what bugs me the most though, so maybe back to other ways for now).
XXXXXXX
X X
X ... X
X ... X <-- magma well goes in this room.
X ... X
X < X
X X
XXXXXXX
>>>>>>>
> >
> >
> >
> >
> X > <--- stairs for access to magma trap
>>>>>>>... <--pipe for usage.
4. I use a lot of stockpiles, and figured out most of what I needed with toying around with 'g'ive and 't'ake, wheel barrows, minecarts and all that, but that's the only point I couldn't figure out for now.
I have a problem with effects of joining guilds in 4j and 5.10. Everything seems to work except that after transformation XP gains in relevant jobs are the same (low, -50% in my case). It doesn't happen with naturally occurring guildsdwarves, they have a proper +100%. Tested only for civilian guilds, like Masons, Smiths and Carpenters by observing XP changes in Therapist.
Can anyone confirm this behaviour? I wasted two days doing experiments because... well, I couldn't believe that this whole thing was purely decorative and no one have noticed, but now I reproduced it in freshly generated world on clean right-out-of-archive version of 5.10 and I'm pretty much out of ideas. Please help! I can't stop thinking about it %-)
Also, fun fact which I didn't see mentioned anywhere is that joining guild not only generates new set of physical attributes, but also changes the age. Seems completely random.
If they transform, they also get the new skill learn rates, its declared in the caste, its impossible for it not to work. Its more likely that the Therapist cant read it out properly.I have a problem with effects of joining guilds in 4j and 5.10. Everything seems to work except that after transformation XP gains in relevant jobs are the same (low, -50% in my case). It doesn't happen with naturally occurring guildsdwarves, they have a proper +100%. Tested only for civilian guilds, like Masons, Smiths and Carpenters by observing XP changes in Therapist.
Can anyone confirm this behaviour? I wasted two days doing experiments because... well, I couldn't believe that this whole thing was purely decorative and no one have noticed, but now I reproduced it in freshly generated world on clean right-out-of-archive version of 5.10 and I'm pretty much out of ideas. Please help! I can't stop thinking about it %-)
Also, fun fact which I didn't see mentioned anywhere is that joining guild not only generates new set of physical attributes, but also changes the age. Seems completely random.
Anyone? Pretty please! If anyone knows how to change learning rate from dfhack it would be great too. I was into tenth year when I discovered this. Things just started getting interesting... But it really messed up my plans. Don't want to abandon that fort yet though.
All right, Meph.
I did fresh embark, with two proficient miners (skills assigned in embark, I assume that they have exactly the same XP).
One has to dig exactly 200 tiles of stone to get to talented.
Meanwhile I build a guildhall and convert second miner to Mason. Everything goes as it should, announcement, seven days pause, another announcement, dwarf info says *MASON GUILD*. And after that it takes second dwarf exactly 200 tiles of stone to level up to talented.
I did not use Therapist. For purity I didn't even run it once on this game. I only used dfhack commands "reveal" and "createitem COIN GOLD 500".
This does not work this way for dwarves who are members of guild from the start (immigrants).
So. Uhm... Either it is broken or I have some rather severe misunderstanding here. Any ideas? :'(
Sounds like solid science, I will have to test it myself at some point. I know for a fact that it worked as advertised, but your report indicates that it got broken at some point. Maybe some dfhack upgrade... you can try using naturalskills.lua, but I think it only fixes the skill levels, not the skill learn rate.According to Therapist at least it works for me, only 1 change from "stock" masterwork. (involves pets available at embark)
either way, thats not good news, but its good to have it. Thanks.
Window 7 x64. Guilds learning bonuses did not work for dwarves transformed in fortress in 4j, in 5.10, and I got 3i from archives yesterday and it did not work either. I'll go further back as time allows.Confirmed, I was going by the bonus xp percent in Therapist, had not checked actual xp gain yet. Only tested in 5.10 here though so far, next will be 4b.
4j was somewhat modified, but two other versions were right from archive, dfhack and all that.
Also I tested install/save from Ogamaga too, and it did not work for me. From PM I got that it might not worked for him either, some more testing is needed.
Least you fixed it so that they don't mine a single piece of coal/dust and fall over dead from asphyxiation. They used to do that half the time...Yeah, that wasnt intended. ^^
What does the "summoner" curse do? A gigantic flying monster made out of copper is cursing my military with it...Thats from Fear The Night.
I dont know, but you might find info here: http://www.bay12forums.com/smf/index.php?topic=127213.msg4317508#msg4317508
local unit=dfhack.gui.getSelectedUnit()
if unit == nil then
print('No unit selected')
return
end
if unit then
print(unit.status.current_soul.caste)
end
unit.status.current_soul.caste = 10
Meph, if you can make sense of this and fix it properly it would be great.You already know more about dfhack than I do. :P
has anyone else noticed that bloodwine is no longer consumed or stockpiled? my dwarves are complaining of nothing to drink but i have 100 bloodwine, they are drinking from my wells fine but not my bloodwine barrelsYou somehow managed to get the stack of blood (or liquids amount of blood) in the reagent so high, that the amount of bloodwine was too large for the barrel, and spilled. That happens, although I have no idea how you managed to get 50 blood in the reagents barrel in the first place.
Edit: ok so i checked into it more, when i made the bloodwine in the brewery the dwarf did not use a barrel, i have 2 stacks of 50 bloodwine just sitting at the brewery
For the manual's cheats and tips topic: Transformations heal all wounds, and temporary transformations don't reset attributes once they are over. If your strong, extremely agile, basically unbreakable *Swordsdwarf* loses a leg or suffers from infection/rot, deactivate his squad, and have him hold a speech in Morul's Tavern.Better ask in the dfhack thread, but yes, I think there was something like that.
Now, question: IIRC there was a dfhack command to assume control of a specific dwarf in fort mode and start adventurer mode with him. Does this exist? What is the command? As FPS death gets closer to my fortress, I have an urge to equip one of my local demigods with rune-engraved volcanic plate armor and rune-engraved poisoned legendary longsword, and go kill megabeasts.
they leave after a while.define a while. there's 2 of them now and i fear of a loyalty cascade if they die. it's been aobut a year since they arrived
has anyone else noticed that bloodwine is no longer consumed or stockpiled? my dwarves are complaining of nothing to drink but i have 100 bloodwine, they are drinking from my wells fine but not my bloodwine barrelsYou somehow managed to get the stack of blood (or liquids amount of blood) in the reagent so high, that the amount of bloodwine was too large for the barrel, and spilled. That happens, although I have no idea how you managed to get 50 blood in the reagents barrel in the first place.
Edit: ok so i checked into it more, when i made the bloodwine in the brewery the dwarf did not use a barrel, i have 2 stacks of 50 bloodwine just sitting at the brewery
I fixed it in the raws... now you get 10 units of blood wine, no matter how much blood you put in. That means you can cheat a little and get more, or you dont look to closely and lose a bit, but nothing will ever spill.
But good, solid help you are doing, thanks for that. :)Thank you for such a great mod :)
Edit: Just saw the patch notes, and cried a bit at the dwarves no longer able to sell stuff for coins.Try humans
But there are coin mints and blast furnace for them to make a lot of gold coins fast, so it should be ok, just removes the "merchant" fortress style for dwarves, was fun to play while it lasted.
Dwarves can still make coins a lot, because they mine better, smelt the metals better and mint the coins faster than humans. You can also transmute metals and exchange currency, so you will have lots and lots of gold coins more than humans. I simply removed one part of their income. You can still get gold and use all the traders and buy what you need, and sell things to caravans. Besides, you can call caravans from many different races as dwarves as well. ;)Any chance you could add more coin exchanging/pressing? Change iron, mithril, and the decorative metal coins (with exchange rates based on value). Basically make the way that dwarves get the gold coins for guilds and merchants based on mining and smelting/pressing.
I just tried to trim down redundant features.
Dwarves can still make coins a lot, because they mine better, smelt the metals better and mint the coins faster than humans. You can also transmute metals and exchange currency, so you will have lots and lots of gold coins more than humans. I simply removed one part of their income. You can still get gold and use all the traders and buy what you need, and sell things to caravans. Besides, you can call caravans from many different races as dwarves as well. ;)Any chance you could add more coin exchanging/pressing? Change iron, mithril, and the decorative metal coins (with exchange rates based on value). Basically make the way that dwarves get the gold coins for guilds and merchants based on mining and smelting/pressing.
I just tried to trim down redundant features.
I couldn't see it in the patch notes, and as it wa brought up here...There is no fix yet. There is only the script that was posted for people that want to do it manually.
Was the caste change fixed in V6, or do we still have to run that script?
local unit=dfhack.gui.getSelectedUnit()
if unit == nil then
print('No unit selected')
else
soulCaste = unit.status.current_soul.caste
unitCaste = unit.caste
print('Unit caste', unitCaste)
print('Soul caste', soulCaste)
if unitCaste ~= soulCaste then
print('Assigning new caste ID ', unitCaste)
unit.status.current_soul.caste = unitCaste
end
end
I refined the script into one that actually fixes the caste (checking soul and unit castes):
EDIT: This is just a junior dev's try at fixing the issue, it comes with no warranties.Code: [Select]local unit=dfhack.gui.getSelectedUnit()
if unit == nil then
print('No unit selected')
else
soulCaste = unit.status.current_soul.caste
unitCaste = unit.caste
print('Unit caste', unitCaste)
print('Soul caste', soulCaste)
if unitCaste ~= soulCaste then
print('Assigning new caste ID ', unitCaste)
unit.status.current_soul.caste = unitCaste
end
end
I am unsure as for how to automatically run such script (or similar) with what you call TrueTransform, but it might be possible to do it.
Basically, the caste change only change the unit's caste, and not the caste in the soul.
In hope it can help you.
For the others, just copy any file in "Dwarf Fortress/hack/scripts", rename the copy "caste-fix.lua".
Open it with a notepad (or other raw text editor), and replace all the content with my above script.
To use it 'v'iew the unit you need to "fix" and type "caste-fix" in the dfhack console.
In hopes it helps both players and any/all people helping Meph with this mod.
PS: @Meph: Should I post this in a more central place? the problem is not just for dwarves.
What's the best armor layering one can mass-produce reliably in a dwarven fort? I thought (replace clothing): lamellar leather padded armor set, mail shirt, plate armor set. I know they can wear a mail shirt with these, but can they wear a mail greaves, boots, hood and gloves too?they should. padded armor under, platemail, then chainmail over.
Quote
This is a ashland glass helm.
On the item is a rendition of a masterfully designed image of voodoo poison.
The image is the symbol of The Smiling Nation, a human civilization. It is made from gargoyle bone.
They are removed, because they were too many civs. I recently added centauren, banshee, werewolves, naga and more... are they still mentioned in the new manual somewhere?
You can also make a long list of ruby glass and cobalt glass items. These new glasses are traded by the Ashlander elves, taiga orcs and are made in the Ebonforge.
Ashland glass is still in the game. :)How do you get it then?
Last tip: once you get past 15-20 population, try to specialize all you can through castes, the experience bonus will make them all that much usefull in a short time.There is one thing to be aware of though. Physical attributes do matter, and switching caste generates new set of them at random. Which means that your physically exceptional dwarves would probably be of more use as they are. Useless ones though are perfect candidates.
shaver: I am fairly certain that the GUI settings for embark points overwrite the settings in the worldgen, so the starters world has just as many points as any other... but you can change it in the GUI, first page, and get as many points as you like, even more than 10.000.
I have always wondered what the recommended settings for this mod is for dwarf mode in particular. Does anyone have an answerThe ones already set, default settings.
Quick Question for Masterwork veterans: Can you get your mages to shoot missiles? I sure cant.Air mage shoots missiles without problem in 4j. You need to make them first though. And equip them as ammo. And use staff as a weapon. And they somehow counts as "missiles" not "magical missiles" in ammunition assignment interface. And as usual all military is quirky, so your mage might be reluctant to pick his equipment up. But after it is all set, it works. Can't say how effective it is though. Since I trained my mage NO hostiles come to my fort at all. :(
Dwarf-specific ideas because you mentioned in the poll thread that you were at a loss of how to go about it:It's not a terrible idea; however, you can always just buy them at one of the shops. Unfortunately, Blood and Tear of Armok are a heck of a lot more of a pain in the ass to use than they were in the previous release; you can only produce magma (as a dwarf) with the Magma Trap building, which produces the magma the level ABOVE the trap, and it often produces spillage on the level above that. In other words: it's fine, if you don't mind flooding your fortress. This isn't a big deal for magma-immune succubi and warlock skeletons, of course.
A way to manufacture the Tears, Blood, Bones, and Breath of Armok gems by fusing large amounts of specific stone types together with a large cut-gem at a special furnace with prayer. The Tear could require sedimentary stones like claystone and mudstone, the Blood with especially volcanic stones like obsidian and basalt, the Bone would need heavy rocks like cinnabar and pitchblende, while the Breath would need light stones like talc and jet. Fusing would be extremely expensive and have low chances of success, but it would give dwarves an ability none of the other races do.
Magic: There is an advanced, very complicated magic system in place. I wont touch the subject here, see the building section for the Wizards School and the Altars of Magic.Building Section
You can create arcane dwarves here and all magical reagents. For all info on the magic system, please go to the "Magic" section of the manual
my mistake... i forgot to port it. I will add it back with the next update, but if you download an older version you can still use the magic page from it... it hasnt changed.QuoteMagic: There is an advanced, very complicated magic system in place. I wont touch the subject here, see the building section for the Wizards School and the Altars of Magic.Building SectionQuoteYou can create arcane dwarves here and all magical reagents. For all info on the magic system, please go to the "Magic" section of the manual
Where is the Magic section? I remember in older versions were picture guides of Magic system (What auras,spells do mages have) So where I can find more info? ???
Did you have corpses around when the marker was found? It only reanimates stuff directly after being found.
The ward: There is a script issue about created creatures not using their interactions. I can fix it... wards bought at embark or from caravans should still work fine. :)
Use DFhack to snuffle up a full grown plant of each of the seeds types. That has been known to help with problems like this. Just type "hackwish" and look for strawberry, fisher berry and prickle berry. Be careful not to snuffle straw/fisher/prickleberry JUICE instead, as that is a plant which shouldn't exist in its normal form.Thanks, I'll try.
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Those are "land" biomes excluding the notoriously cold Glacier and Tundra, but also all Mountain biomes.
Ok seriously, is there something wrong in having a map with shallow+deep metalS and having only these ores?
(http://i.imgur.com/9d2oMEU.jpg)
I'm also in a mountain+other boome.
Unfortunately I only checked after hours and hours of gameplay, I was pretty sure to find..you know..some ore other than tin and copper, considering the amount this mod should have.
A problem with the map generation?
wah, adamantine starting at z 104, and in theory surface around 144-147, that's quite the compact world you have ther
This..I only touched these values, nothing else. It seems I cannot get a normal game on df, ffs.
the only thing missing is iron, right?Yes you're probably right, my bad. I didn't realize the other were all alloys.
Ok, to be sure I've understood correctly: you shorten the min elevation so that, since caverns can't intersect with oceans, there is going to be more space to "distribuite" the "non oceans" layers into?Quotewah, adamantine starting at z 104, and in theory surface around 144-147, that's quite the compact world you have ther
I find upping the minimum elevation from 0 to ~80 (or even as high as 95) helps in that regard. It seems to me that what happens is that caverns can't intersect with ocean layers, so what happens is that all across the world, layers are at least as deep as the bottom of the ocean before you ever get to the first cavern. And of course, if you embark at a higher elevation versus near the ocean, you might have a couple dozen layers to go before hitting sea level to begin with. But since any elevation lower than 100 is used as ocean, you don't necessarily need the default 100 that it allots.
*Observations subject to dis-proof. Given the natural land elevations range from 100 to 300 before they turn into mountains (with mountains being 301-399, 400+ being peaks), it is entirely possible that deep embarks prior to hitting the caverns (and subsequently anything below them) are simply a result of embarking at high elevations - which would happen if one has a preference for embarking on or near mountains themselves.
Ok, to be sure I've understood correctly: you shorten the min elevation so that, since caverns can't intersect with oceans, there is going to be more space to "distribuite" the "non oceans" layers into?Quotewah, adamantine starting at z 104, and in theory surface around 144-147, that's quite the compact world you have ther
I find upping the minimum elevation from 0 to ~80 (or even as high as 95) helps in that regard. It seems to me that what happens is that caverns can't intersect with ocean layers, so what happens is that all across the world, layers are at least as deep as the bottom of the ocean before you ever get to the first cavern. And of course, if you embark at a higher elevation versus near the ocean, you might have a couple dozen layers to go before hitting sea level to begin with. But since any elevation lower than 100 is used as ocean, you don't necessarily need the default 100 that it allots.
*Observations subject to dis-proof. Given the natural land elevations range from 100 to 300 before they turn into mountains (with mountains being 301-399, 400+ being peaks), it is entirely possible that deep embarks prior to hitting the caverns (and subsequently anything below them) are simply a result of embarking at high elevations - which would happen if one has a preference for embarking on or near mountains themselves.
And just so that I know, how should a "non compact" world look like?
PS: I had the embark at 143 and hit 1st cavern at 128. The cavern's height was 5 or 6 tiles, nothing more.
the only thing missing is iron, right?Yes you're probably right, my bad. I didn't realize the other were all alloys.
Does anyone know how fertilizing interacts with harder farming? If seasonal fertilizer is on, will the dwarfs try to fertilize every season even for crops that take a year to mature? Similarly, do they understand that above-ground crops don't need fertilizer in the winter?And has anyone done any science to see what happens if it fertilizes more than once during the life of a crop? I saw a thread on fertilizing with normal growth times, but I don't think anyone has checked with longer times. I haven't seen any evidence that they fertilize fallow fields, though I could be wrong.
And has anyone done any science to see what happens if it fertilizes more than once during the life of a crop? I saw a thread on fertilizing with normal growth times, but I don't think anyone has checked with longer times.
[REACTION:HAMMER_METEOR_UPGRADE_ONE]
[NAME:Improve sledgehammers]
[BUILDING:WEAPONRY:NONE][BUILDING:MAGMA_WEAPONRY:NONE]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_HAMMER_SLEDGE:NONE:NONE]
[REAGENT:B:300:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_SLEDGE_UPGRADE_ONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:15:1:WEAPON:ITEM_WEAPON_HAMMER_SLEDGE_UPGRADE_TWO:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:ANNOUNCEMENT_WEAPONUPGRADE]
[SKILL:FORGE_WEAPON][FUEL]
So if I have a dwarf that's stuck as a Trebuchet operator, is there anything I can do to force him to change back or should I just write him off? It's been 4 months now when I originally did the reaction for 2.If I recall properly, there was a workaround involving DFHack in "Known Bugs" manual section.
Populations
16331 Dwarves
10 Dwarf Outcasts
5 Mountain Tuskox Outcasts
1 Wagon Outcasts
PS: oh and I also have low fps (50-70), but Idk if It's a symptom of something or not (on the map I only have a brook)
In my last fort, human mode, 4 years, ocean 3x3 embark, I had stable 150 FPS. Didnt breach the caverns though, as humans are usually aboveground only. Are you doing a lot with liquids, or is your CPU a bit older?PS: oh and I also have low fps (50-70), but Idk if It's a symptom of something or not (on the map I only have a brook)
Low?? I'm lucky if I get that initially a couple of years in I'm 10 fps at most
In my last fort, human mode, 4 years, ocean 3x3 embark, I had stable 150 FPS. Didnt breach the caverns though, as humans are usually aboveground only. Are you doing a lot with liquids, or is your CPU a bit older?PS: oh and I also have low fps (50-70), but Idk if It's a symptom of something or not (on the map I only have a brook)
Low?? I'm lucky if I get that initially a couple of years in I'm 10 fps at most
See the manual.
The dwarven bird is the bearded cavernkeet. Otherwise reptiles can be used for egg production, like frill lizards or the mentioned cave beetles.
See the manual.Cave beetles don't lay eggs. Are you thinking of dewbeetles?
The dwarven bird is the bearded cavernkeet. Otherwise reptiles can be used for egg production, like frill lizards or the mentioned cave beetles.
Quick question:
I tried a bunch of times, but weirdly, I only get Copper and Tin on my maps as regular ores. Is this normal? Maybe because I genned the starters world? I've dug around, and the only thing besides Copper and Tin bearing Rocks I could find was a bit of Aluminium.
Quick question:Starters world has pretty much everything, as do the other presets I include.
I tried a bunch of times, but weirdly, I only get Copper and Tin on my maps as regular ores. Is this normal? Maybe because I genned the starters world? I've dug around, and the only thing besides Copper and Tin bearing Rocks I could find was a bit of Aluminium.
There doesn't seem to be a general discussion topic, so i'll ask here: is it possible to remove the generalisation of leather and bone?No, there isnt.
Damn. Ah well.There doesn't seem to be a general discussion topic, so i'll ask here: is it possible to remove the generalisation of leather and bone?No, there isnt.
Activate other civs as "playable" in the GUI, gen a new world, check the embark selector (the map before you press 'e' to embark) with tab. The topmost civ on the neighbours screen is your civ. You can select different civs in the civs screen, just a few more tabs ;)I am embarrassed to say that I completely forgot about the GUI ::)
yes, all the options are in it... where else? :P
And why the heck are hermits part of the evil faction? I was at war with a HERMIT.
I was trying to create a warhammer to test out "Welded Wolfram" but I get the message "Unrecognized Material". The DFHACK command I use is below:
" createitem WEAPON:ITEM_WEAPON_HAMMER_WAR INORGANIC:PATTERN_WOLFRAM 1 "
Oh, yeah, and does turning of Simple Butchering in the launcher actually do anything?Cough cough, hem hem.
Yes. You wont get lung, eye, brain, kidney meat etc.Oh, yeah, and does turning of Simple Butchering in the launcher actually do anything?Cough cough, hem hem.
I can't say I've ever - ever - noticed an inconsistency in terms of arriving caravans. Either you get caravans every year (baring sieges or bypassing your inaccessible depot) or you don't. Not in any game I've ever played, no matter how I embark, have I gotten a caravan one year but not the next, without one of the previous situations being responsible for it.
And just an FYI, the error log seems to just FILL with this message over and over again, as it seems to keep trying and trying. Eventually my game just totally bombs.the errorlog you posted does not affect the FPS at all.
Only major thing I notice is that it seems to just LOCK UP and crash when I use the mouse wheel to zoom in or out on the screen (to see the whole map and make the text smaller or larger).
So using a magma-safe bucket fixed the problem of the magma well deconstructing. However the person who activated the building was immediately incinerated, which would be fine if the buildign continued to pump out magma, but it eventually stopped...
I gave her scaleplate armor with a rune of "nobreath" on it. However she was still incinerated (or just disappeared?) with all of her equipment immediately after turning on the magma well.
Also, another strange bug, this dwarf appears to be permanently stalking. She is also slowly gaining experience in hunting even though the labor is off. It's not that big of a deal, it's just that her movement speed is very low.
I don't think scale plate is magma proof, fire-proof yes, but magma's a lot hotter.
Also, I'd let your stalker do her thing, see if you can draft her without making her de-stealth and you'll have yourself an assassin.
How does one replace golem oil?Woah, that guy is pretty well used.Spoiler (click to show/hide)Spoiler (click to show/hide)
4) Has Meph removed Broodlords? or other ways to create mindless workers? God i hope he didn't. I am not able to get them from elven caravans. Any other way to make cheap work force? i play with mostly 0 migrants, so i have around 20 dwarves. Need some fodder and haulers.I'd say to spend a bit of time into setting up an efficient stockpiles + minecart system.
5) Tried re-creating world several times - still no hematite. It apears i am not the only one who encountered that. All the iron i get is from praying (Although my legendary priest is pumping bars from the altar like a madman)It's a bit odd, because hematite is usually present nearly everywhere.
P.S. Still struggling with poisoning. Is ther a way to make the reaction target a SPECIFIC weapon? like THAT ONE masterwork mithril longsword? and not some random rusty iron dagger... Tried it with custom stockpiles, it works, but it is still very annoying to do.You have a pretty nice tool at your disposal for this kind of thing, hit alt+a when you are on the task to open a nice little menu that will help you restrict the ingredients (more info in my sig).
I'd say to spend a bit of time into setting up an efficient stockpiles + minecart system.
It takes quite a bit of work to start it up (both from you and from your workers), but it can lighten the hauling of many goods by a big margin, freeing the hands of many for more important tasks.
I know it doesn't answer the question per say, because I didn't experience broodlords in the versions I played (both past and present).
You have a pretty nice tool at your disposal for this kind of thing, hit alt+a when you are on the task to open a nice little menu that will help you restrict the ingredients (more info in my sig).
It won't allow you to choose a specific weapon (so not this specific silver maul among the 50 you have), but you can specify it enough to make the it choose at least the weapon type and material you want.
If I may, how would I go about making it so that Dwarfs can build Gnomish automated workshops? I love the automated technology, but really want the options that Dwarfs alone get. Is it as simple as altering the the ENTITY file and their permitted buildings?Yes, you could permit the workshops and reactions.
Yeah, my stockpiles are really a mess and i have never tried using minecarts before (hell, even wheelbarrows were new to me). Guess i'll read about them on the wiki.
Thanks for sharing, nice setup :). Took some ideas and even invented a way i can implement them.
This is what my workshop floor looks like (http://mkv25.net/dfma/poi-32161-workshopfloor) (and if you look at the two floors below you can see the way the raw stone comes up from the mines). It's very efficient hauling and storing.
>> 1) If you get a legendary weapon at the Weaponry you get BOTH a superior one and a legendary one at the same time (guess this one is known).Here is how I believe this should be fixed, it is possible with auto-syndrome to create something called a probability table which is used to execute console commands with an OR based perspective. There is a dwarfhack command to spawn items (I forgot what it is). Use the probability table to execute the spawn item commands and that will prevent the legendary and superior item at the same time bug.
I don't know how you would avoid this, without perhaps some kind of advanced DFHack shenanigans. There's no exclusive-OR feature in the native raw interpreter.
It's been a while since the last update, and it's left me wondering (since I don't know where to go for Masterwork DF news), are you planning on making Masterwork compatible with the new release or are you just going to keep it on the release it is currently?Toady is still doing bugfixes. The latest release was a bit different, but he said that he is going back to fixes again. Other than that, yes, MDF will update sooner or later, although there does not seem to be that many requests about it ;)
>> 2) Still no exp boost from strange moods.
I really don't think this is moddable, at all. Are you sure you're having the types of moods that give XP?
>> 4) I've managed to replicate my old issue with poisons - they simply vanish. It was OK for some time (i was using them to a great effect), but after a siege (it was raining also btw) they simply vanished.
Huh -- I would have thought that's working as intended (not in the case of runes perhaps). I usually use poisons on ammo so i guess i'm used to thinking of them as disposable.
Could be the wrong guild. I remember getting moods for a skill I hadn't put the guild for and it nerfed the xp gain to only a few levels instead of going legendary.Only some moods give XP, and with harder learning it might not go till legendary.
It's been a while since the last update, and it's left me wondering (since I don't know where to go for Masterwork DF news), are you planning on making Masterwork compatible with the new release or are you just going to keep it on the release it is currently?Toady is still doing bugfixes. The latest release was a bit different, but he said that he is going back to fixes again. Other than that, yes, MDF will update sooner or later, although there does not seem to be that many requests about it ;)
My migrant icemage (I didn't have any magic stuff set up yet, and have never done the magic stuff before) just froze to death after doing a bunch of icemage stuff, is this intended?
It's been a while since the last update, and it's left me wondering (since I don't know where to go for Masterwork DF news), are you planning on making Masterwork compatible with the new release or are you just going to keep it on the release it is currently?Toady is still doing bugfixes. The latest release was a bit different, but he said that he is going back to fixes again. Other than that, yes, MDF will update sooner or later, although there does not seem to be that many requests about it ;)
I actually dont mind the raw update much, its dfhack thats my problem. I dont like that expwnent introduced the new registration system while deleting the old AutoSyndrome/SyndromeTrigger. Thats is reason number 1 I dont update.
*** Error(s) finalizing the template EYE_TEMPLATE
Unrecognized Inorganic Token: EYE
*** Error(s) finalizing the template INNERBRAIN_TEMPLATE
Unrecognized Inorganic Token: BRAIN
*** Error(s) finalizing the template BRAIN_TEMPLATE
Unrecognized Inorganic Token: BRAIN
*** Error(s) finalizing the template OUTER_BRAIN
Unrecognized Inorganic Token: BRAIN
*** Error(s) finalizing the template LUNG_TEMPLATE
Unrecognized Inorganic Token: LUNG
*** Error(s) finalizing the template HEART_TEMPLATE
Unrecognized Inorganic Token: HEART
*** Error(s) finalizing the template LIVER_TEMPLATE
Unrecognized Inorganic Token: LIVER
*** Error(s) finalizing the template GUT_TEMPLATE
Unrecognized Inorganic Token: GUT
*** Error(s) finalizing the template STOMACH_TEMPLATE
Unrecognized Inorganic Token: STOMACH
*** Error(s) finalizing the template PANCREAS_TEMPLATE
Unrecognized Inorganic Token: PANCREAS
*** Error(s) finalizing the template SPLEEN_TEMPLATE
Unrecognized Inorganic Token: SPLEEN
*** Error(s) finalizing the template KIDNEY_TEMPLATE
Unrecognized Inorganic Token: KIDNEY
*** Error(s) finalizing the creature TOAD
Unrecognized Inorganic Token: KIDNEY
Unrecognized Inorganic Token: SPLEEN
Unrecognized Inorganic Token: PANCREAS
Unrecognized Inorganic Token: STOMACH
Unrecognized Inorganic Token: GUT
Unrecognized Inorganic Token: LIVER
Unrecognized Inorganic Token: HEART
Unrecognized Inorganic Token: LUNG
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: EYE
*** Error(s) finalizing the creature BULLFROG
Unrecognized Inorganic Token: KIDNEY
Unrecognized Inorganic Token: SPLEEN
Unrecognized Inorganic Token: PANCREAS
Unrecognized Inorganic Token: STOMACH
Unrecognized Inorganic Token: GUT
Unrecognized Inorganic Token: LIVER
Unrecognized Inorganic Token: HEART
Unrecognized Inorganic Token: LUNG
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: EYE
*** Error(s) finalizing the creature BULLFROG_MAN
Unrecognized Inorganic Token: KIDNEY
Unrecognized Inorganic Token: SPLEEN
Unrecognized Inorganic Token: PANCREAS
Unrecognized Inorganic Token: STOMACH
Unrecognized Inorganic Token: GUT
Unrecognized Inorganic Token: LIVER
Unrecognized Inorganic Token: HEART
Unrecognized Inorganic Token: LUNG
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: EYE
...
...
*** Error(s) finalizing the creature NIGHT_CREATURE_29
Unrecognized Inorganic Token: KIDNEY
Unrecognized Inorganic Token: SPLEEN
Unrecognized Inorganic Token: PANCREAS
Unrecognized Inorganic Token: STOMACH
Unrecognized Inorganic Token: GUT
Unrecognized Inorganic Token: LIVER
Unrecognized Inorganic Token: HEART
Unrecognized Inorganic Token: LUNG
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: EYE
*** Error(s) finalizing the creature NIGHT_CREATURE_30
Unrecognized Inorganic Token: KIDNEY
Unrecognized Inorganic Token: SPLEEN
Unrecognized Inorganic Token: PANCREAS
Unrecognized Inorganic Token: STOMACH
Unrecognized Inorganic Token: GUT
Unrecognized Inorganic Token: LIVER
Unrecognized Inorganic Token: HEART
Unrecognized Inorganic Token: LUNG
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: EYE
SCHEELITE: Environment Spec Stone Not Found, Token - RHYOLITE
PUDDINGSTONE: Environment Spec Stone Not Found, Token - CONGLOMERATE
MAGNETITE: Smelt Ore Not Found, Token - ARSENIC_POISON
The simple-meat I can have a look at, but those inorganics are more or less intended. You add the old minerals back without adding the old rocks back. If you tick both simple minerals and simple stone, you get no errors. Same for simple gems... because they might only appear in a specific stone layer, and that layer is missing.Code: [Select]SCHEELITE: Environment Spec Stone Not Found, Token - RHYOLITE
PUDDINGSTONE: Environment Spec Stone Not Found, Token - CONGLOMERATE
MAGNETITE: Smelt Ore Not Found, Token - ARSENIC_POISON
To reproduce:
Fresh d/l of MDF 6.1
De-select Simpler Minerals in GUI
World gen any(?) world -- Magnetite is reproduce-able for sure. The others unfortunately are hit and miss.
If you tick both simple minerals and simple stone, you get no errors.
F:\Games\DF\MasterworkDF V6.1\Dwarf Fortress\raw\objects\inorganic_mineral.txt(382): YESSMELTING!NOMIN!METAL_ORE:ARSENIC_POISON:1-
My arcane dwarf is moving very slowly compared to everybody else, and I assume that it's because he's using his abilities to sneak. How long is it supposed to take for them to return to normal?That was reported long ago, and there seemed to be no end to it. Hugo_the_dwarf mentioned that units go out of sneak if they use interactions, so I added a interaction that they do, a harmless self-targetted attack that should get them to stop sneaking, but I dont think it worked.
My arcane dwarf is moving very slowly compared to everybody else, and I assume that it's because he's using his abilities to sneak. How long is it supposed to take for them to return to normal?self-targetted attack
Oof. Yeah, that's quite a disadvantage. Guess I could delete them from the raws to keep any newly-created dwarf mages from doing it.
[INORGANIC:WOLFRAM_COATING_ARMORY]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Protection from Stun, given by the wolfram rune][STATE_NAME_ADJ:LIQUID:Protection from Stun, given by the wolfram rune][STATE_NAME_ADJ:GAS:Protection from Stun, given by the wolfram rune]
[MELTING_POINT:19000][BOILING_POINT:11905][SOLID_DENSITY:20][MATERIAL_VALUE:1]
[SYNDROME]
[SYN_NAME:rune]
[SYN_CONTACT] [SYN_INHALED]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
642: [SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CLASS:DWARF_INTER]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CLASS:ALL_CREATURES]
[CE_ADD_TAG:PROB:100:NOSTUN:NO_SLEEP:START:0:END:498]
Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.
Searching for: coin die
item_tool.txt(1306): [NAME:coin die:coin dies]
reaction_masterwork2.txt(7246): [NAME:Engrave a coin die (coppers)]
reaction_masterwork2.txt(7254): [NAME:Engrave a coin die (shillings)]
reaction_masterwork2.txt(7262): [NAME:Engrave a coin die (sovereigns)]
Found 4 occurrence(s) in 2 file(s)
##################################
##### PRECISION TOOLMAKER ############
##################################
//makes new tools that are needed for steampunk, machinery and high-tech and guns.
[REACTION:SKILL_TOOLMAKER_ENGRAVE_DWARF][NAME:=======SKILL ENGRAVING========][BUILDING:TOOLMAKER:NONE]
[REACTION:MAKE_TOOL_MINTING_COPPER]
[NAME:Engrave a coin die (coppers)]
[BUILDING:TOOLMAKER:CUSTOM_B]
[REAGENT:A:1:TOOL:ITEM_TOOL_PRECISION:INORGANIC:SPRING_STEEL][PRESERVE_REAGENT]
[REAGENT:A:150:BAR:NONE:INORGANIC:COPPER]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINTING_PLATE:INORGANIC:COPPER]
[SKILL:DETAILSTONE]
[REACTION:MAKE_TOOL_MINTING_SILVER]
[NAME:Engrave a coin die (shillings)]
[BUILDING:TOOLMAKER:CUSTOM_C]
[REAGENT:A:1:TOOL:ITEM_TOOL_PRECISION:INORGANIC:SPRING_STEEL][PRESERVE_REAGENT]
[REAGENT:A:150:BAR:NONE:INORGANIC:SILVER]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINTING_PLATE:INORGANIC:SILVER]
[SKILL:DETAILSTONE]
[REACTION:MAKE_TOOL_MINTING_GOLD]
[NAME:Engrave a coin die (sovereigns)]
[BUILDING:TOOLMAKER:CUSTOM_D]
[REAGENT:A:1:TOOL:ITEM_TOOL_PRECISION:INORGANIC:SPRING_STEEL][PRESERVE_REAGENT]
[REAGENT:A:150:BAR:NONE:INORGANIC:GOLD]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINTING_PLATE:INORGANIC:GOLD]
[SKILL:DETAILSTONE]
Coin "die" i assume, not "dye"? A die is a tool used by coinmakers, and other folks in real life to form malleable stuff into an image. it's like a stamp with a negative image of a coin (or whatever) in it.Code: [Select]Searching for: coin die
item_tool.txt(1306): [NAME:coin die:coin dies]
reaction_masterwork2.txt(7246): [NAME:Engrave a coin die (coppers)]
reaction_masterwork2.txt(7254): [NAME:Engrave a coin die (shillings)]
reaction_masterwork2.txt(7262): [NAME:Engrave a coin die (sovereigns)]
Found 4 occurrence(s) in 2 file(s)
##################################
##### PRECISION TOOLMAKER ############
##################################
//makes new tools that are needed for steampunk, machinery and high-tech and guns.
[REACTION:SKILL_TOOLMAKER_ENGRAVE_DWARF][NAME:=======SKILL ENGRAVING========][BUILDING:TOOLMAKER:NONE]
[REACTION:MAKE_TOOL_MINTING_COPPER]
[NAME:Engrave a coin die (coppers)]
[BUILDING:TOOLMAKER:CUSTOM_B]
[REAGENT:A:1:TOOL:ITEM_TOOL_PRECISION:INORGANIC:SPRING_STEEL][PRESERVE_REAGENT]
[REAGENT:A:150:BAR:NONE:INORGANIC:COPPER]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINTING_PLATE:INORGANIC:COPPER]
[SKILL:DETAILSTONE]
[REACTION:MAKE_TOOL_MINTING_SILVER]
[NAME:Engrave a coin die (shillings)]
[BUILDING:TOOLMAKER:CUSTOM_C]
[REAGENT:A:1:TOOL:ITEM_TOOL_PRECISION:INORGANIC:SPRING_STEEL][PRESERVE_REAGENT]
[REAGENT:A:150:BAR:NONE:INORGANIC:SILVER]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINTING_PLATE:INORGANIC:SILVER]
[SKILL:DETAILSTONE]
[REACTION:MAKE_TOOL_MINTING_GOLD]
[NAME:Engrave a coin die (sovereigns)]
[BUILDING:TOOLMAKER:CUSTOM_D]
[REAGENT:A:1:TOOL:ITEM_TOOL_PRECISION:INORGANIC:SPRING_STEEL][PRESERVE_REAGENT]
[REAGENT:A:150:BAR:NONE:INORGANIC:GOLD]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINTING_PLATE:INORGANIC:GOLD]
[SKILL:DETAILSTONE]
Toss him in a lake and find out. Applying Science to Magic produces the best results.
There is a random chance at each of the steps that it fails, my guess is that you were just unlucky.
A quick question. Do megabeasts breed?
My little dwarf fort got a visit from a Thunderbird (they seem to be a plague, all my recent forts usualy get thunderbirds), after weeks of bashing his unconscious body with their wolfram knuckle dusters, the beast finaly died (probably due to internal bleeding from shattered ribs).
So after some fiddling around I ressurected the poor resilent beasty, and the first thing it does, it bolts for one of my nest boxes and lays and egg. A Thunderbird Egg. Is it just food, or should I be expecting little thunderbirds on the way?
I don't think so, since gems are a subtype of "INORGANIC" but glass is not
I don't think so, since gems are a subtype of "INORGANIC" but glass is not
That helps. I'll have to rely on my one and only anvil until I get a trade caravan or my priest is good enough to start putting out metal bars.
I haz no ore on the map :P
-----------------------------------------------------------
white mages
YESSCHOOLWIZARD[SELECT_CASTE:WHITE_1_F]
YESSCHOOLWIZARD[FEMALE]
YESSCHOOLWIZARD[POP_RATIO:3]
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Lifemancer*:*Lifemancer*]
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users* => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Lifemancer*:*Lifemancer*]
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10] YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_1]
------------- block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------
------------ hide spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals herself with a magic veil:NA]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide spells -----------------------------------
------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------
------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HEALING]
YESSCHOOLWIZARD[CDI:ADV_NAME:Healing touch]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:TARGET_VERB:pray for healing:is enchanted with faster healing by the lifemancer]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1995]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:SPEED_BOOST]
YESSCHOOLWIZARD[CDI:ADV_NAME:Speeding touch]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:TARGET_VERB:bless with speed:is enchanted with a speed bonus by the lifemancer]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2005]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:START:0]
YESSCHOOLWIZARD[CDI:ADV_NAME:Reconnect soul with body]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:INTERACTION:RESSURECT]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:VERB:guide a spirit back to the mortal plane:guides a spirit back to the mortal plane:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are brought back from beyond: is brought back from beyond]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:400600]
YESSCHOOLWIZARD[SELECT_CASTE:WHITE_1_M]
YESSCHOOLWIZARD[MALE]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
YESSCHOOLWIZARD[POP_RATIO:3]
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Lifemancer*:*Lifemancer*]
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users* => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Lifemancer*:*Lifemancer*]
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10] YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_1]
------------- block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------
------------ hide spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals himself with a magic veil:NA]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide spells -----------------------------------
------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------
------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HEALING]
YESSCHOOLWIZARD[CDI:ADV_NAME:Healing touch]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:TARGET_VERB:pray for healing:is enchanted with faster healing by the lifemancer]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1995]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:SPEED_BOOST]
YESSCHOOLWIZARD[CDI:ADV_NAME:Speeding touch]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:TARGET_VERB:bless with speed:is enchanted with a speed bonus by the lifemancer]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2005]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:START:0]
YESSCHOOLWIZARD[CDI:ADV_NAME:Reconnect soul with body]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:INTERACTION:RESSURECT]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:VERB:guide a spirit back to the mortal plane:guides a spirit back to the mortal plane:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are brought back from beyond: is brought back from beyond]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:400600]
YESSCHOOLWIZARD[SELECT_CASTE:WHITE_2_F]
YESSCHOOLWIZARD[FEMALE]
YESSCHOOLWIZARD[POP_RATIO:3]
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Witch Hunter*:*Witch Hunter*]
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users* => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Witch Hunter*:*Witch Hunter*]
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10] YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_2]
------------- block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------
------------ hide spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals herself with a magic veil:NA]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide spells -----------------------------------
------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------
------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:SANCTIFY_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:VERB:sanctify a restless being:sanctifies a restless being:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are put to the final rest:is put to the final rest]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:200]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:VERB:destroy a corpse:makes the sign against evil and destroys a corpse:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow:is starting to glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:LIVING_CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:VERB:bring holy wrath on the undead abomination:brings holy wrath upon the undead abominationNA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow with a bright inner light:is starting to glow with a bright inner light, eating away the undead flesh]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[SELECT_CASTE:WHITE_2_M]
YESSCHOOLWIZARD[MALE]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
YESSCHOOLWIZARD[POP_RATIO:3]
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Witch Hunter*:*Witch Hunter*]
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users* => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Witch Hunter*:*Witch Hunter*]
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10] YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_2]
------------- block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------
------------ hide spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals himself with a magic veil:NA]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide spells -----------------------------------
------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------
------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:SANCTIFY_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:VERB:sanctify a restless being:sanctifies a restless being:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are put to the final rest:is put to the final rest]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:200]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:VERB:destroy a corpse:makes the sign against evil and destroys a corpse:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow:is starting to glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:LIVING_CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:VERB:bring holy wrath on the undead abomination:brings holy wrath upon the undead abominationNA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow with a bright inner light:is starting to glow with a bright inner light, eating away the undead flesh]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
arcane protector
YESSCHOOLWIZARD[SELECT_CASTE:WHITE_3_F]
YESSCHOOLWIZARD[FEMALE]
YESSCHOOLWIZARD[POP_RATIO:3]
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Arcane Protector*:*Arcane Protector*]
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users* => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Arcane Protector*:*Arcane Protector*]
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10] YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_3]
------------- block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------
------------ hide spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals herself with a magic veil:NA]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide spells -----------------------------------
------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------
------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLINDNESS_CURSE_NO_EMISSION]
YESSCHOOLWIZARD[CDI:ADV_NAME:Blindness]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:15]
YESSCHOOLWIZARD[CDI:VERB:shine with an immense inner light:shines with an immense inner light:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are blinded by the radiant glow:is blinded by the radiant glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2600]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:ANTIMAGIC_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Resist magic]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:VERB:are surrounded by a crackling ward:is surrounded by a crackling ward]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1500]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:COMBAT_BOOST]
YESSCHOOLWIZARD[CDI:ADV_NAME:Combat boost]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:VERB:enchant for combat bonus:enchants her fellow dwarves with renewed strength:NA]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2250]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:PROTECTOR_AURA_HIDE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Protection Aura]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:VERB:enchant for protection:protects her brothers and sisters with a magical aura, taking away their pain and exertion and helping them flee and hide, if necessary:NA]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3500]
YESSCHOOLWIZARD[SELECT_CASTE:WHITE_3_M]
YESSCHOOLWIZARD[MALE]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
YESSCHOOLWIZARD[POP_RATIO:3]
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Arcane Protector*:*Arcane Protector*]
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users* => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Arcane Protector*:*Arcane Protector*]
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10] YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_3]
------------- block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------
------------ hide spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals himself with a magic veil:NA]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide spells -----------------------------------
------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------
------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLINDNESS_CURSE_NO_EMISSION]
YESSCHOOLWIZARD[CDI:ADV_NAME:Blindness]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:15]
YESSCHOOLWIZARD[CDI:VERB:shine with an immense inner light:shines with an immense inner light:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are blinded by the radiant glow:is blinded by the radiant glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2600]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:ANTIMAGIC_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Resist magic]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:VERB:are surrounded by a crackling ward:is surrounded by a crackling ward]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1500]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:COMBAT_BOOST]
YESSCHOOLWIZARD[CDI:ADV_NAME:Combat boost]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:VERB:enchant for combat bonus:enchants her fellow dwarves with renewed strength:NA]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2250]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:PROTECTOR_AURA_HIDE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Protection Aura]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:VERB:enchant for protection:protects her brothers and sisters with a magical aura, taking away their pain and exertion and helping them flee and hide, if necessary:NA]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3500]
the creature_standard raws contain basically a list of their spells. you can find the location by searching, for example "white mage"
Searching for: white mage
creature_standard.txt(998): white mages
creature_standard.txt(4487): white mages # The info you're looking for happens to be here on line 4487
interaction_magic_spells.txt(5): //interaction to stop more then one black/white mage from appearing at the same time:
Found 3 occurrence(s) in 2 file(s)
cleric, levels 1, 2 and 3 are listed, with perhaps some repetition because of Male and Females castes are separateCode: [Select]-----------------------------------------------------------
white mages
YESSCHOOLWIZARD[SELECT_CASTE:WHITE_1_F]
YESSCHOOLWIZARD[FEMALE]
YESSCHOOLWIZARD[POP_RATIO:3]
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Lifemancer*:*Lifemancer*]
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users* => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Lifemancer*:*Lifemancer*]
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10] YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_1]
------------- block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------
------------ hide spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals herself with a magic veil:NA]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide spells -----------------------------------
------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------
------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HEALING]
YESSCHOOLWIZARD[CDI:ADV_NAME:Healing touch]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:TARGET_VERB:pray for healing:is enchanted with faster healing by the lifemancer]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1995]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:SPEED_BOOST]
YESSCHOOLWIZARD[CDI:ADV_NAME:Speeding touch]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:TARGET_VERB:bless with speed:is enchanted with a speed bonus by the lifemancer]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2005]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:START:0]
YESSCHOOLWIZARD[CDI:ADV_NAME:Reconnect soul with body]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:INTERACTION:RESSURECT]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:VERB:guide a spirit back to the mortal plane:guides a spirit back to the mortal plane:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are brought back from beyond: is brought back from beyond]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:400600]
YESSCHOOLWIZARD[SELECT_CASTE:WHITE_1_M]
YESSCHOOLWIZARD[MALE]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
YESSCHOOLWIZARD[POP_RATIO:3]
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Lifemancer*:*Lifemancer*]
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users* => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Lifemancer*:*Lifemancer*]
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10] YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_1]
------------- block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------
------------ hide spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals himself with a magic veil:NA]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide spells -----------------------------------
------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------
------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HEALING]
YESSCHOOLWIZARD[CDI:ADV_NAME:Healing touch]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:TARGET_VERB:pray for healing:is enchanted with faster healing by the lifemancer]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1995]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:SPEED_BOOST]
YESSCHOOLWIZARD[CDI:ADV_NAME:Speeding touch]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:TARGET_VERB:bless with speed:is enchanted with a speed bonus by the lifemancer]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2005]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:START:0]
YESSCHOOLWIZARD[CDI:ADV_NAME:Reconnect soul with body]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:INTERACTION:RESSURECT]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:VERB:guide a spirit back to the mortal plane:guides a spirit back to the mortal plane:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are brought back from beyond: is brought back from beyond]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:400600]
YESSCHOOLWIZARD[SELECT_CASTE:WHITE_2_F]
YESSCHOOLWIZARD[FEMALE]
YESSCHOOLWIZARD[POP_RATIO:3]
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Witch Hunter*:*Witch Hunter*]
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users* => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Witch Hunter*:*Witch Hunter*]
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10] YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_2]
------------- block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------
------------ hide spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals herself with a magic veil:NA]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide spells -----------------------------------
------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------
------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:SANCTIFY_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:VERB:sanctify a restless being:sanctifies a restless being:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are put to the final rest:is put to the final rest]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:200]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:VERB:destroy a corpse:makes the sign against evil and destroys a corpse:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow:is starting to glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:LIVING_CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:VERB:bring holy wrath on the undead abomination:brings holy wrath upon the undead abominationNA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow with a bright inner light:is starting to glow with a bright inner light, eating away the undead flesh]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[SELECT_CASTE:WHITE_2_M]
YESSCHOOLWIZARD[MALE]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
YESSCHOOLWIZARD[POP_RATIO:3]
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Witch Hunter*:*Witch Hunter*]
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users* => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Witch Hunter*:*Witch Hunter*]
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10] YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_2]
------------- block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------
------------ hide spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals himself with a magic veil:NA]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide spells -----------------------------------
------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------
------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:SANCTIFY_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:VERB:sanctify a restless being:sanctifies a restless being:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are put to the final rest:is put to the final rest]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:200]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:VERB:destroy a corpse:makes the sign against evil and destroys a corpse:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow:is starting to glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:LIVING_CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
YESSCHOOLWIZARD[CDI:VERB:bring holy wrath on the undead abomination:brings holy wrath upon the undead abominationNA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow with a bright inner light:is starting to glow with a bright inner light, eating away the undead flesh]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
arcane protector
YESSCHOOLWIZARD[SELECT_CASTE:WHITE_3_F]
YESSCHOOLWIZARD[FEMALE]
YESSCHOOLWIZARD[POP_RATIO:3]
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Arcane Protector*:*Arcane Protector*]
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users* => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Arcane Protector*:*Arcane Protector*]
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10] YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_3]
------------- block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------
------------ hide spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals herself with a magic veil:NA]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide spells -----------------------------------
------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------
------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLINDNESS_CURSE_NO_EMISSION]
YESSCHOOLWIZARD[CDI:ADV_NAME:Blindness]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:15]
YESSCHOOLWIZARD[CDI:VERB:shine with an immense inner light:shines with an immense inner light:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are blinded by the radiant glow:is blinded by the radiant glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2600]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:ANTIMAGIC_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Resist magic]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:VERB:are surrounded by a crackling ward:is surrounded by a crackling ward]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1500]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:COMBAT_BOOST]
YESSCHOOLWIZARD[CDI:ADV_NAME:Combat boost]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:VERB:enchant for combat bonus:enchants her fellow dwarves with renewed strength:NA]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2250]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:PROTECTOR_AURA_HIDE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Protection Aura]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:VERB:enchant for protection:protects her brothers and sisters with a magical aura, taking away their pain and exertion and helping them flee and hide, if necessary:NA]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3500]
YESSCHOOLWIZARD[SELECT_CASTE:WHITE_3_M]
YESSCHOOLWIZARD[MALE]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
YESSCHOOLWIZARD[POP_RATIO:3]
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Arcane Protector*:*Arcane Protector*]
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users* => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Arcane Protector*:*Arcane Protector*]
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10] YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_3]
------------- block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------
------------ hide spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals himself with a magic veil:NA]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide spells -----------------------------------
------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------
------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLINDNESS_CURSE_NO_EMISSION]
YESSCHOOLWIZARD[CDI:ADV_NAME:Blindness]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:15]
YESSCHOOLWIZARD[CDI:VERB:shine with an immense inner light:shines with an immense inner light:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are blinded by the radiant glow:is blinded by the radiant glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2600]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:ANTIMAGIC_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Resist magic]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:VERB:are surrounded by a crackling ward:is surrounded by a crackling ward]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1500]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:COMBAT_BOOST]
YESSCHOOLWIZARD[CDI:ADV_NAME:Combat boost]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:VERB:enchant for combat bonus:enchants her fellow dwarves with renewed strength:NA]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2250]
YESSCHOOLWIZARD[CAN_DO_INTERACTION:PROTECTOR_AURA_HIDE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Protection Aura]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:VERB:enchant for protection:protects her brothers and sisters with a magical aura, taking away their pain and exertion and helping them flee and hide, if necessary:NA]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3500]
Easy peasy to search for the others castes too.
I don't know Dwarf mode well enough to know whether they can learn additional spells outside of the ones they get defined in their caste. If so they would require a little different type of search-fu to find ;)
I don't need many. I just need a few for the magic industry. However I don't think I can import raw ore: only bars or blocks are available from the traders.
Is there any way to war_train anything in MW?Im simply asking if i can put him on a moving train for war purposes!
Is there any way to war_train anything in MW?
I've yet to find a way to do it. Maybe I'm just not familiar with how it's done in DF2012 D:
(orc mode, but i assume it carries over)You can use the Therapist to train animals?
I always embark with a pair of wolves, or at least a growler squig or two, and just pasture them in a big 20x20 zone near the wagon. And train them from there by Therapisting a couple animal trainers and using z-animals interface to queue up the jobs.
You can use the Therapist to train animals?
1. No, you cant collect from it. The compact peat is a rock, while you can only collect peat, which is a soil.
2. Misc Object User. Should still show as Athlete or Athletics in Therapist though. Its not a labor you can toggle btw, its a skill only. You determine who uses the workshop by using workshop profiles, by looking at the workshop and pressing P, then enabling the dwarves you want.
Its not that the job dosent happen. Its that he (well, she according to the description) dosent even show up on the Z screen!You can use the Therapist to train animals?
No, I mean you can use therapist to enable the appropriate labor on orcs/dwarves. Not having enough workers with the right labors assigned is a common cause of relatively new players being confused when some job doesn't happen as quickly as they expect.
Hunters should go with anything but the blunt ammo. There are no animals in armor running around in the wild.
This is news to me, but doesnt sound that bad.Hunters should go with anything but the blunt ammo. There are no animals in armor running around in the wild.
Or firearms. Steel bullets won't penetrate wildlife skin often, instead breaking nearly every bone, but brass bullets manage to penetrate steel plate and mithril chain when it's worn by a dwarf.
This is news to me, but doesnt sound that bad.Hunters should go with anything but the blunt ammo. There are no animals in armor running around in the wild.
Or firearms. Steel bullets won't penetrate wildlife skin often, instead breaking nearly every bone, but brass bullets manage to penetrate steel plate and mithril chain when it's worn by a dwarf.
Now that I recall further, it was a Human village. Legendary riflemen would empty their muskets into the local wildlife, leaving broken animals to crawl off the map. Two Automaton thieves managed to headshot two chain and plate-armored knights on the first shot. Don't think I have a save.
Hunters should go with anything but the blunt ammo. There are no animals in armor running around in the wild.
Or firearms. Steel bullets won't penetrate wildlife skin often, instead breaking nearly every bone, but brass bullets manage to penetrate steel plate and mithril chain when it's worn by a dwarf.
Though now all my wave-kin/icemages are getting frost-bitten?
[HOMEOTHERM:10000]
[FIXED_TEMP:10000]
Meph, a user on reddit reports:QuoteThough now all my wave-kin/icemages are getting frost-bitten?
If you want to avoid, you might want to try something like the Frostskalds have to avoid frostbite:Quote from: Orcish Frostskalds[HOMEOTHERM:10000]
[FIXED_TEMP:10000]
Instead of or in addition to what you currently have, [COLDDAM_POINT:NONE].
Dwarven Pets
Dwarves have unique pets, which are more geared to underground fortresses than the vanilla pets. Humans still have access to those, so you can trade with them if you like. You can have access to leather, tough leather, chitin, scale and shells, as well as poisons and special milks with the new dwarven pets.
Can't seem to find a cat on the embark page to get going.
Cats?
Maybe you'd want to open the manual and read Dwarves:Pets.
Dwarven Pets
Dwarves have unique pets, which are more geared to underground fortresses than the vanilla pets. Humans still have access to those, so you can trade with them if you like. You can have access to leather, tough leather, chitin, scale and shells, as well as poisons and special milks with the new dwarven pets.
And Frill Lizards are vermin hunters. ;)
Found Moleweasels to maybe suite my needs. They seem to cover twice as much ground. Although I can't harvest anything from them.
Is Zeratul unstoppable? :oSpider Spider, Spider Spider, does whatever a spider does. (Which is webbing your military and one shotting them, regardless of armor or skill)
Is Zeratul unstoppable? :oSpider Spider, Spider Spider, does whatever a spider does. (Which is webbing your military and one shotting them, regardless of armor or skill)
Is Zeratul unstoppable? :oSpider Spider, Spider Spider, does whatever a spider does. (Which is webbing your military and one shotting them, regardless of armor or skill)
Yep nothing is worse then a eyeless Spider Forgotten Beast composed of steel. They kill anything, even if armored...
Edit 1:
Hm Air Mages might help with this, they are webimmune arent they?
The few times I used Zweihanders I was kinda dissappointed, maybe because I made them out of obsidian instead of steel lol.
Isnt that creature-level? I was under the impression that this cant be assigned to individual castes, and would count for all castes, effectively making all dwarves fire/frostbite-immune.
Some questions:
Plate Armor - does the platearmor inherit the properties of the leather used in its construction, e.g. Netherleather, dragonscale, etc.
Layering armor - earlier entries in this thread indicate you can go padded + Platearmor + mail as layering. Is this still the case?
Magic School - to have a dorf join the magic school, do I have to manage the allowed laborer, or will the school pick a dorf with the Sorcery labor assigned that is not yet a member of the school?
Then go for a Townportal or cheat with spawnunit. Nothing I could do about your save having no migrants. ;)
I've been running around museums the last couple of days, no cycling. Waiting for visa... tomorrow I should get it, then its off 1 week cycling to Warsaw.
http://imgur.com/LLM92J6 (http://imgur.com/LLM92J6)dfhack?
Any idea how to clean that up?
Hey guys, got me a problem.
I'm playing 6.2, latest version. Just built a fortress, but as of the third year, no migrants. I've tried setting emigration to 100, dug out a ton of space, created a great deal of wealth, everything that usually encourages immigrants. I get regular caravans from the dwarf homestead, so they're an active civ. The first two migration waves show up (but those are hardcoded).
I tried forcing migrants, and got this message
(http://i.imgur.com/3ajufNY.jpg)
Any idea what it means? Is there a workaround?
Okay, I've set things up so that I have a 10 Dwarf, 5000 point embark, but now, since I haven't played DF in forever, I'm kinda stuck. Any advice for what I should take, what skills my Dwarves should have, and how to get my fortress started?Well you definitely want at least one miner, a lot of people seem to start with more, but i've only ever found one necessary. You'll probably want a woodcutter if therre are trees where you are, but if there aren't I wouldn't bring one. Along with those two you'll want a copper pickaxe and axe for each of them. Then It's always good to get a mason, a carpenter, and a farmer/herbalist unless you for some reason are without stone, wood, or plants. Past that it's a bit less clear. I normally bring a cook/brewer and then another dwarf depending on the individual embark, like if I'm playing humans I might get a broker with negioting skill for the trading reactions, or if I get a smith's guild dwarf I'd get a weapon/armorsmith. However since you have four dwarves that could be changed around you might want something else. It could be good to have all the dwarves you need for metalsmithing early on so maybe a machine operator for ore processing, a furnace operator for smelting (and in masterwork wood burning can be done at a standard smelter too), then your metalsmiths. As for what to bring I'd advise keeping most of the things you start out with, but getting rid of those really expenisve things you won't need early on like ropes and wheelbarrows, along with any seeds for foods that require processing. Early on you just want some easy to farm plants like plump helmets, and you can always buy the iron bark or cave wheat later when you need it. Then you'll probably want to bring animals. Pigs are good for early on because they don't need to eat grass so they can be moved into underground pastures before you open the caverns. Then after that maybe bring some fuel and metal? It depends on the embark, but since you can't tell without prospect which is pretty much cheating then I always bring some bituminous coal (as it's the most fuel for it's price) and some ore of the metal I want. If there's flux stone some hematite bearing stone would be good, but if not it might be good to bring cassiterite, malachite, and bismuthinite bearing stone instead as bismuth bronze is cheaper and cooler than plain iron.
Okay, I've set things up so that I have a 10 Dwarf, 5000 point embark, but now, since I haven't played DF in forever, I'm kinda stuck. Any advice for what I should take, what skills my Dwarves should have, and how to get my fortress started?
you suggest i should pump the lava up and flood my surroundings with lava?? well... thats 1 plan i guess i tryed burning it down atomsmashing looks like alot of work but this mess would be back in no time since i get invaded quite often..
Most of my Dwarves are now Ghastly Plaguebearers. What exactly is that and how screwed is my current fortress?
I have yet to be invaded, ambushed, or sieged, it's Spring of the second year, and my population is currently over 50. Will my current defenses suffice until I get a proper militia up and running?
If I want to include an arcane dwarf and a guard recruit in my militia (early fortress defense, two dwarf guard team until I get a good migration wave), what would be the best skills for them to embark with?
I have a question regarding the security of my fortress. Right now I have no military (about to make one, though) and no traps, but I do have a wall and draw bridge.Not shown is the main hallway where I've pastured my Ward of Armok, my badgerdogs, and my war mastiffs.Spoiler (click to show/hide)
I have yet to be invaded, ambushed, or sieged, it's Spring of the second year, and my population is currently over 50. Will my current defenses suffice until I get a proper militia up and running?
Not sure if this would be the right thread for this, but how do I heal my Dwarves using DFHack? It's not something I plan on using much, but one of my Dwarves has, somehow or another, managed to break his shin and he's about to die from starvation and/or dehydration and I don't really feel like losing a Dwarf this soon after embark.
One of my migrants has just came with a genie child; the last time I had genies they died for some unknown reason. How do I keep genies alive?
Also, since I'm now setting up my hospital, I'm gonna need a well. I'm using the nearby river as the water source for my well, connecting the two with a channel trench, but I'm concerned that their may be enough pressure to push the water up the well and start a flood. Will pressure be a concern in my system, and, if so, what's the best, easiest way to prevent flooding?
Okay, so, in DFHack, "fullheal" heals all of the selected target's physical ailments, but what heals things like unhappiness?
Perhaps some other creature on your map has that ability?im pretty sure no creature has that ability because i killed all the creatures on the map with the killitwith X command from dfhack and im still seeing dwarves and creatures turning into scarecrows and going berserk. The only thing i can think of is an unit that is sneaking and randomly casting spells on my dwarves and animals but ive already scouted the entire map with 2 military squads and im not finding anything
Posting the save would help.
Hey guys, long term vanilla player here, but first time Masterpiece player. Any advice or things I should be aware of playing dwarves vs vanilla dwarves? And can anyone recommend a good let's play of this mod?
not normal behavior, need more info.
Just to be clear, you are not running the reaction [NAME:Create gold hammergolem] at the golem forge, correct?
You say they "disappear". Are they gone, or are they still around, transformed into a gold hammer golem?
What rock were they mining? Is there anything in your errorlog?
Did you, perhaps, install Dwarf Fortress and then unzip Masterwork on top of it?
I keep reading about all the crazy things duplicate RAWs cause, it doesn't sound very far-fetched that they'd make the ground layer consist of some stone that boils and then causes the Hammergolem reaction :D
Yes!I install DF first and then unzip MW on top of it! If it made trouble, what is the right way to install MW?
I've noticed an odd bug. Has anyone else had their farmers do nothing? I don't know why, they were working before. Do plants take longer to grow now?
something like "..."
They shout something like "I hope Armok can forgive me..." or "He must be stark raving mad..." either in red or cyan before trying to kill eachother. Why do they do this?dwarf to dwarf battle cry. Just like they shout "got you thief" if it's dwarf to kobolds, or "die, greenskin", if its dwarf to goblin.
Traps and weapon enhancements probably.
Still haven't figured out what and where acids are used for/at.
Still haven't figured out what and where acids are used for/at.
In Dwarf mode, I have no idea. In orc and warlock mode they're used for acid weapons of various types, and cleaning rusty iron.
It looks like Dwarf mode has reactions for acid landmines and acid turret, but don't actually require an acid reagent.
Another question: how do I do to get my military dwarves constantly working on the weight bench? I have plenty of lead bars around my benches and my dorfs just use them a couple of cycles (or just one) and then they suspend the reaction.
Another question: how do I do to get my military dwarves constantly working on the weight bench? I have plenty of lead bars around my benches and my dorfs just use them a couple of cycles (or just one) and then they suspend the reaction.
That is strange. Do you have a bar stockpile? It may be that dwarves keep tagging the lead bars with hauling jobs to bring them to the stockpile.
If that is the case, just turn off Lead in your bar stockpile. If not, then try checking your alerts page for job suspensions, that may shed some light on the matter.
Hey so I abandoned a fort while there were merchants around. When I reclaimed some of their merchandise was there. Is this normal?
My female cave tortoise is "tattooed with pictures of skulls." Is this a bug?The text string that shows when creature's have the highest level of muscle is replaced with that in Masterwork. I don't know why, but I'd say it's not a bug, just an oversight.
My female cave tortoise is "tattooed with pictures of skulls." Is this a bug?The text string that shows when creature's have the highest level of muscle is replaced with that in Masterwork. I don't know why, but I'd say it's not a bug, just an oversight.
My female cave tortoise is "tattooed with pictures of skulls." Is this a bug?
Can you make illumination in the current version? I checked the craftsdwarf shop and the only option is toys. Using rendermax and I needs to make things look bright and pretty xDNot yet.
I just loaded up the new masterwork for 40.xx, and I noticed that most of the hostile races have invasions/etc disabled. Is this due to them being unfinished for this version, or is it just a default setting to prevent it being too hard out of the box?It's because they dont exist yet.
I just loaded up the new masterwork for 40.xx, and I noticed that most of the hostile races have invasions/etc disabled. Is this due to them being unfinished for this version, or is it just a default setting to prevent it being too hard out of the box?It's because they dont exist yet.
You can use fortress defense for now, if you want extra invaders.
Yeah it's strand extraction, the logic being that adamantine is the most holy of metals and thus can only be prepared by the most holy of dwarves.
[REACTION:PRAY_BOOZE]
[NAME:Pray for booze]
[BUILDING:SHRINE:CUSTOM_B]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:1:3:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:33:1:BOULDER:NONE:INORGANIC:PRAYER]
[SKILL:PACIFY]
Interpretations of Armok seem to be pretty varied. Personally I've always seen him as a being similar to Moradin from D&D's patheon with some hints of Thor's rackousness spirit and comrade-ry towards the common dorf. The kind of god that would be willing to sit down and have a pint with you. :xI think the official consensus is that the player himself is Armok, since we generate worlds, control the lifes of the dwarves, are cruel, never satisfied, and throw everything away to generate a new world sooner or later. :P
I do set a pop cap. What I meant is that when caravans visit, my FPS tends to go down, especially later in the game. I was hoping I could call them over only when necessary. Oh well, too bad. Thanks for the answer.Deconstruct your trade depot = no caravans come. 8)
I do set a pop cap. What I meant is that when caravans visit, my FPS tends to go down, especially later in the game. I was hoping I could call them over only when necessary. Oh well, too bad. Thanks for the answer.Deconstruct your trade depot = no caravans come. 8)
so i went back to dwarfmode since like.. forever, having fond memories of the tradestalls i built a few.. and i can only sell fish to them for gold?
what about if i don't have gold on my embark?, why cant i trade with the damn merchants. so help me if it was gutted for "humans" i will go berserk...
fine if i cant sell my crap to merchant stalls for gold to buy neat fun things, how do "YOU" go about getting gold coins to pay for the stuff. aside from the obvious "mine it / trade for it / use the tavern / alchemy lab"
so i went back to dwarfmode since like.. forever, having fond memories of the tradestalls i built a few.. and i can only sell fish to them for gold?
what about if i don't have gold on my embark?, why cant i trade with the damn merchants. so help me if it was gutted for "humans" i will go berserk...
fine if i cant sell my crap to merchant stalls for gold to buy neat fun things, how do "YOU" go about getting gold coins to pay for the stuff. aside from the obvious "mine it / trade for it / use the tavern / alchemy lab"
so i went back to dwarfmode since like.. forever, having fond memories of the tradestalls i built a few.. and i can only sell fish to them for gold?
what about if i don't have gold on my embark?, why cant i trade with the damn merchants. so help me if it was gutted for "humans" i will go berserk...
fine if i cant sell my crap to merchant stalls for gold to buy neat fun things, how do "YOU" go about getting gold coins to pay for the stuff. aside from the obvious "mine it / trade for it / use the tavern / alchemy lab"
Pray for soft metal
Mint gold/silver into coins
Why mine when you can pray?
I bought a red dragon from Ineri's Pet Shop and for some reason the dragon is thirsty. I um... don't know what to do about that, I didn't even think anything other than dwarves (or other playable entities) could get thirsty. I'm not sure what to do. Is there a way to actually get it to drink or will it just die of dehydration?
INTELLIGENT creatures eat and drink. I cant change that, it's a side effect. But I rather have intelligent dragons in worldgen; than have better dragon pets.I bought a red dragon from Ineri's Pet Shop and for some reason the dragon is thirsty. I um... don't know what to do about that, I didn't even think anything other than dwarves (or other playable entities) could get thirsty. I'm not sure what to do. Is there a way to actually get it to drink or will it just die of dehydration?
Sorry for the long quote, but I've been having the same issue across multiple races whenever I revive a megabeast. Would there happen to be a way to fix this, or is this intentional?
Is there any way to identify a runed pet? I suspect that a random animal that followed the trainer to the warbeast kennels is getting the buff, but I can't see a change in stats in Therapist.
What does the armory/weaponry do in Masterwork Reborn? My items don't show any quality levels at all but the value goes up. Does this actually increase the combat effectiveness and is there a limit to how much I can improve a weapon this way?
(Also hi, returning after being used to Masterwork 34.11. Playing dwarves feels a lot closer to vanilla dwarf fortress, although a tungsten web spitting forgotten beast showed up to destroy by first successfully running fort to remind me the new materials are still there)
What ☼Dwarves☼ content came from modders besides Meph? Anybody know the sources?Not much. Scripts, but otherwise I wrote at least 90% of them.
Diseases: I wrote one myself, didnt like it, Halfling wrote one, sounded much better, still ended up not working well. ^^ So that is Halflings. The Plump Helmet Men are indigoFenix, who also wrote the Gnomes.
Diseases: I wrote one myself, didnt like it, Halfling wrote one, sounded much better, still ended up not working well. ^^ So that is Halflings. The Plump Helmet Men are indigoFenix, who also wrote the Gnomes.
Unless you're referring to some unspecified quality of Plump Helmet Men that I am unaware of and not just the creature itself (I haven't played in so long ;)), I'm pretty sure they're from Vanilla DF.
Why can't i see all the new workshops? I found only some of them when i tried to build them up in a new fortress..
Why can't i see all the new workshops? I found only some of them when i tried to build them up in a new fortress..
That reminds me of some strategy where you make a pit high above your meeting area and periodically drop something in to harden your dwarves to death. I guess it's better to use something you can make wine from, at least.Diseases: I wrote one myself, didnt like it, Halfling wrote one, sounded much better, still ended up not working well. ^^ So that is Halflings. The Plump Helmet Men are indigoFenix, who also wrote the Gnomes.
Unless you're referring to some unspecified quality of Plump Helmet Men that I am unaware of and not just the creature itself (I haven't played in so long ;)), I'm pretty sure they're from Vanilla DF.
Dwarves can keep them as livestock by default, you can embark with a bunch of them and then slaughter a few to harden your population to death while bolstering your food stockpiles with tasty plump helmet man flesh/wine.
(sealed the last square with dfhack to avoid issues with dwarf walling self out or standing on wall and not building it.
Thanks for the tip but, nope. Changed the code, next ten books, still nada. Guess I'll wait for the next release. Upper/lower case, didn't seem to matter.
Also, what is the reaction for making glue? Raws describe kitchen as 'glue building' but I don't see the actual reaction mechanism.
Is there anything that is to be added for the dwarves or do you considered their faction completeStill lots that can be added. runesmith, golems, explosives maybe.
Is there anything that is to be added for the dwarves or do you considered their faction completeStill lots that can be added. runesmith, golems, explosives maybe.
Thanks for the tip but, nope. Changed the code, next ten books, still nada. Guess I'll wait for the next release. Upper/lower case, didn't seem to matter.
Also, what is the reaction for making glue? Raws describe kitchen as 'glue building' but I don't see the actual reaction mechanism.
You made the change in the save folder, not main raws, right?
I'm not exactly sure what you are asking about. There are a few rare dwarven mages that have become a mage by reading a slab in world-generation, but you cant make mages yourself in fort mode.
New 32x32 dwarf sprites... coming soon.
Any use for an artifact wooden hand cannon in dwarf mode? Dwarves seem to lack guns and gunpowder, and I've never seen the humans bring any to trade, so I kind of doubt it can be used.How'd you acquire it
I think that's a holdover from a previous version of masterwork where stonecrafting and pottery were merged under the same skill, so that the old pottery skill could be renamed and used for something else.You are goddamn right!
after 1,5 years my military dwarfs suddenly start to kill each other. Mb bug with sparring?
after 1,5 years my military dwarfs suddenly start to kill each other. Mb bug with sparring?
I had this problem too, two games in a row actually. Not sure exactly what happened but suddenly random dwarves would go 'berserk' and no longer show up as in my civ. Happiness would be fine beforehand and everything... was really strange.
after 1,5 years my military dwarfs suddenly start to kill each other. Mb bug with sparring?
I had this problem too, two games in a row actually. Not sure exactly what happened but suddenly random dwarves would go 'berserk' and no longer show up as in my civ. Happiness would be fine beforehand and everything... was really strange.
Happened once to me... check your food. Mossrova meat can cause hallucinations, berserk, etc. There is another, but primarily Mossrova is horrendous to a base
Did training axes stop chopping word or something?
it's an early embark so no burrows.
as to training axe... I did embark with 10 wood, but I purposely avoided copper axes thinking training axes would chop. Did training axes stop chopping word or something?
1. The three shops are very broad and non-competitive in prices, 4 copper is 500 soveriegns from Bomrek's Bargains. Aside from being extortionate as a shop theme, the only time it jumps up to a return value that's worthwhile is with platinum for 1000 which you probably dont want to sell anyway, brass for example as a alloy is also worth 500 soviereigns.
2. Its generally a waste to trade for backend profit when metal for minting fresh gold coins is lucrative by metal production and refinement.
3. Besides from Tobul's fine goods in exchanging for special gems like chests & relics, there aren't any groundbreaking trades here for how expensive the shops are to build and fiddly to trade with, and the screen is cluttered to go through because the shops are unspecialised, maybe playing as humans has made me very choosy but the 100% value for money trades with orcs because silver + copper coins are used to allievate value and the cheap + cheerful ease to build and use markets for humans makes it look sour.
Regarding the liason, this seems to be under-supported as gnomes no longer appear, and updating it to attract a wider variety of caravans (including the slavers) would give a wider edge over the other playable races.
(-) Orcs have deep bronze, this alloy isn't really accessible without grabbing bars of it (somehow) despite dwarves being master metal smiths, being outdone by orcs is a bit embarrassing, there are a number of different ways you could get around to obtaining it though.
(+) But dwarves can copy whatever orcs (and anybody) can produce broadly with a tinkerer workshop, toothed spears and all that good stuff, refitting armors also to dwarf size.
(~) Obtaining a orc contract by trading with them by calling a orc caravansai fair/merchant guild summon with the liason office might rectify some issues, otherwise you can only raid or be sieged to obtain more exotic items like ork katanas being in the interest of dwarves to squirrel away equipment to copy.
(-) Spawning new population from orc ghettos from slave objects is interesting, however there's other cavern creatures like gorlaks that might be encouraged to join dwarven ranks (ill have to read up what got commented out), if golems are not a sole intended substitute. Ransoming back dwarves via liasons office for example is also another valid option like humans do. (would a tavern building suffice stocked with booze and sovereigns?)
(+) Least dwarf migrants are cheap as chips from the liasons office which is no fuss at all to build, a gold-mine equals unlimited migrants virtually. Very Dwarfy.
(-) Caravansai is very helpful and sells bundles of helpful objects (a entire group of seeds etc) using multiple currencies rather than soveriegns, or sells excess at a proportionate price to be exchanged into more valuable currency rather than undercutting gold standard by making coins hard to obtain.
(-) Humans have variable stores with lots of reactions to trade for things at different prices, and use contracts for different purposes, dwarf stalls kind of pale in comparison and are expensive to build upfront.
(-) Dwarves have no use for contracts, despite being able to embark with their own, even in a abstract or alternative sense to how humans use them.
(+) Dwarves have no problems minting their own coins or living where humans would typically not so tend to be richer for buying, and having more exotic mineral things to sell.
(~) Guild system for humans is expansive with utility, dwarf halls are not as bombastic for their purpose of specialising civilians but are space efficient to not be rebuilt over.
(~) Humans split stone blocks, while dwarves split wood, it would make sense to unify these block splitters across both because colored dwarf bricks are very very good and magma proof so should be prized more than en-masse mason workshops for the sheer amount you need, a simple change. Dwarves having a metal block splitter would be a 1 over on humans.
(~) Dwarves don't really have pet stalls of much of any kind, not that its really that important with how trap centric dwarves can be with competent mechanics, some to buy DFFD animals in a cavern theme would be a nice addition.
Ushrat's Curiousity Shop - Deals with jewels, archeology and special components, same kind of leveraged prices as Tobuk's has now.
Tobuk's Fine Goods - Now specialises in small goods & textiles and leathers, buys/sells quilted and padded material
Sigun's Foriegn Boutique (Dwarven Harrods sort of) - sells scriptorum book sets & buys exotic metals, certain buyable collectible sets of foriegn objects require contracts and sovereigns to fund 'mountainhome expeditions' but have rng attached not dissimilar to orc raids
Atir's Munition's - Sells & buy dwarven weapons & armor, the principle scriptorium books on war and smithing are also on sale as seperate bundles of the 10 books each for 10,000 sovereigns or thereabouts.
Inod's Exotic Animal Exchange - As the name suggests, sells atyical DFFD tame animals and some exotics, like raptors for example or mundane surface animals like dogs/bears/lions at premium prices
so Im still sort of new to this mod, and trying to figure out all the new stuff. When I came up on warpstone I figured I could use it for something cool. I didn't find anything in the manuals but I saw some forum posts about a warpstone pool. Is this feature outdated and not in the current version, or is it for a different race. And if I can use warpstone, how do I use it?
Sorry, for the wasted space, I had posted this in a new thread when it should have been here. :(
Anybody see something like this before?
A mason's workshop keeps canceling making statues because it needs microcline.
Microcline was specified as the stone type using "d" for Details.
There are many microcline boulders within 11 tiles, both inside & outside of a stone stockpile.
The problem only happens with microcline, not other stones.
I've searched the MW manual & the web and had no luck.
Masterwork DF - V1.31 (44.12)