Bay 12 Games Forum

Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Meph on May 27, 2014, 12:40:51 pm

Title: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on May 27, 2014, 12:40:51 pm
(http://i.imgur.com/mPAFeUy.png)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on May 27, 2014, 12:41:08 pm
Please post all discussion, questions, suggestions and bug reports for Kobolds in this thread. Thank you.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jaxy15 on May 28, 2014, 01:45:51 pm
How are you even supposed to play Kobolds early on? The lack of digging makes it tough to survive and caves aren't very good to embark on because the Kobolds are so weak their bones practically explode if something simply looks at them funny.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on May 28, 2014, 01:58:19 pm
I want to add cheap shovels for the early game. They can dig, but break after 1-2 ingame weeks. This means you can build a little hovel in the soil, but it would be very difficult for you to dig through rock with it.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on May 28, 2014, 07:53:39 pm
How are you even supposed to play Kobolds early on? The lack of digging makes it tough to survive and caves aren't very good to embark on because the Kobolds are so weak their bones practically explode if something simply looks at them funny.

I build an aboveground fort with clay/peat/dirt or smooth wood planks. I'll try and put up some screenshots later of an example one.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: laurief on May 29, 2014, 03:27:41 pm
- Is there any use for clayfish shells?
- Is there any legend that explains which in-game military skill is which in therapy?
- How are bone blocks treated like in terms of hauling and stockpiling?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on May 29, 2014, 03:47:47 pm
- Not atm.
- Ehm... they are the same?
- Non-Economic Rock called "Bone". See stone stockpiles.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Crysalis on May 30, 2014, 02:11:20 am
I very like playing kobolds, so i wait some interesting lategame voodoo things) For now bolds lack for lategame content i think. And i really like playing without ogres, like personal challenge) 8)

Few questions:
What surface fort have betteer value: bone, wooden or clay?
Skill for bolas and bow same?
Warpaint can be done only on leather items?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on May 30, 2014, 05:02:24 am
Surface forts never have great value. Kaolinite/Porcelain is probably best. Or Stoneware from fire-clay.
Bolas use whip skill. Bows use bow skill.
Yes, its only for leather. The paint doesnt hold on metal. ;)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Alestance on May 30, 2014, 05:12:20 am
Can Kobolds compress Peat, and if so, how? I've read through the manual and it's only mentioned that you can compress it, or find it compressed naturally, but I couldn't find any information regarding compressing peat in the manual for Dwarves.

I embarked near a source of peat, and given peat can be used to make coke, I wanted to start creating fuel for building brick walls and such.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on May 30, 2014, 05:17:28 am
I had to look it up. No, they cant press peat. I added it to the list.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: kingu on May 30, 2014, 06:40:03 am
Surface forts never have great value. Kaolinite/Porcelain is probably best. Or Stoneware from fire-clay.
Bolas use whip skill. Bows use bow skill.
Yes, its only for leather. The paint doesnt hold on metal. ;)

Last time I played kobold bolas used Hammer skill
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on May 30, 2014, 06:54:27 am
My mistake. Normal bolas use whip skill, but kobolds have a "smaller" version that they can carry, the others are too large for them. And since I renamed hammer-bold to bola-bolds, it is indeed hammer.

Code: [Select]

[ITEM_WEAPON:ITEM_WEAPON_WHIP_THROWING_KOBOLD]
[NAME:bold-bola thrower:bold-bola throwers]
[SIZE:100]
[SKILL:HAMMER]
[RANGED:HAMMER:WHIP]
[SHOOT_FORCE:2400]
[SHOOT_MAXVEL:1350]
[TWO_HANDED:27500]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20:12000:whip:whips:NO_SUB:1000]
[ATTACK:EDGE:20:12000:cut:cuts:wire:3000]
[ATTACK:EDGE:20:12000:entangle:entangles:long wire:3000]


[ITEM_WEAPON:ITEM_WEAPON_WHIP_THROWING]
[NAME:bola thrower:bola throwers]
[SIZE:100]
[SKILL:WHIP]
[RANGED:THROW:WHIP]
[SHOOT_FORCE:2400]
[SHOOT_MAXVEL:1350]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20:12000:whip:whips:NO_SUB:1000]
[ATTACK:EDGE:20:12000:cut:cuts:wire:3000]
[ATTACK:EDGE:20:12000:entangle:entangles:long wire:3000]

And now I understand the question about Therapist and skills. Here:
Code: [Select]
[PROFESSION_NAME:HAMMERMAN:bola throwers:bola throwers] => hammer
[PROFESSION_NAME:SPEARMAN:spearbold:spearbolds]
[PROFESSION_NAME:AXEMAN:chopperbold:chopperbolds]
[PROFESSION_NAME:SWORDSMAN:machetebold:machetebolds]
[PROFESSION_NAME:MACEMAN:clubbold:clubbolds]
[PROFESSION_NAME:PIKEMAN:slinger:slingers] => pike
[PROFESSION_NAME:BOWMAN:bowbold:bowbolds]
[PROFESSION_NAME:LASHER:whipbold:whipbolds]
[PROFESSION_NAME:BLOWGUNMAN:blowgunbold:blowgunbolds]

[PROFESSION_NAME:MASTER_HAMMERMAN:tribal bola thrower:tribal bola throwers] => hammer
[PROFESSION_NAME:MASTER_SPEARMAN:tribal spearbold:tribal spearbolds]
[PROFESSION_NAME:MASTER_AXEMAN:tribal chopperbold:tribal chopperbolds]
[PROFESSION_NAME:MASTER_SWORDSMAN:tribal machetebold:tribal machetebolds]
[PROFESSION_NAME:MASTER_MACEMAN:tribal clubbold:tribal clubbolds]
[PROFESSION_NAME:MASTER_PIKEMAN:tribal slingerbold:tribal slingerbolds] => pike
[PROFESSION_NAME:MASTER_BOWMAN:tribal bowbold:tribal bowbolds]
[PROFESSION_NAME:MASTER_LASHER:tribal whipbold:tribal whipbolds]
[PROFESSION_NAME:MASTER_BLOWGUNMAN:tribal blowgunbold:tribal blowgunbolds]
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jaxy15 on May 30, 2014, 06:56:20 am
Wouldn't it make more sense for bolas to use the throwing skill, not whip?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on May 30, 2014, 07:01:09 am
throwing is not a military skill, and as such your kobolds, if told to "pick ranged wepaon of choice" would ignore all bolas. And there is no throwing profession, which means that there is no sprite/graphics for throwing bolds.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on May 31, 2014, 04:38:09 pm
I might consider doing a Kobold LP at some point.

And that point is now. I'm going to be doing a semi-tutorial kobold fort, since kobolds are widely regarded as hard to play. You can find it here (http://www.bay12forums.com/smf/index.php?topic=139022.0). I figured I'd link to it here rather then start a thread on the Masterwork board, since Meph has said he disaproves of that. This seems like a happy medium.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Alestance on May 31, 2014, 07:40:25 pm
Playing around with Kobolds and there's a couple of things happening.

1: Kobolds will not take marked items to the garbage dump, and they refuse to store refuse in refuse stockpiles.

2: Sawdust ladles and sawdust bowls are being produced at the sawmill.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: zach123b on May 31, 2014, 07:48:20 pm
by default all forts start with not cleaning the outside, go to orders (o) then refuse (r) then outside (o) and they should start picking up stuff outside
if you want them to clean up vermin remains outside you have to turn that on in orders as well i believe

tools appear to be bugged this version  :-\
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Alestance on May 31, 2014, 07:54:12 pm
by default all forts start with not cleaning the outside, go to orders (o) then refuse (r) then outside (o) and they should start picking up stuff outside
if you want them to clean up vermin remains outside you have to turn that on in orders as well i believe
Ah, thanks.

Incidentally, it seems Kobolds will save corpses by default also, which explains why corpses were being left inside of my huts on a previous camp.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jackfractal on May 31, 2014, 08:12:25 pm
Playing around with Kobolds and there's a couple of things happening.

1: Kobolds will not take marked items to the garbage dump, and they refuse to store refuse in refuse stockpiles.

2: Sawdust ladles and sawdust bowls are being produced at the sawmill.

Hmm. The ladle and bowls made of sawdust seems to be related to the pottery bug that I noticed earlier. I was just trying to confirm if the bug happened in 4j, but I can't find an embark location with clay anywhere to test. :(
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Alestance on May 31, 2014, 08:24:45 pm
Hmm. The ladle and bowls made of sawdust seems to be related to the pottery bug that I noticed earlier. I was just trying to confirm if the bug happened in 4j, but I can't find an embark location with clay anywhere to test. :(

I can confirm that in 4j I DON'T get sawdust crafts. Just sawdust.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jackfractal on May 31, 2014, 09:24:39 pm
Hmm... I can confirm that the problem with pottery doesn't happen in 4j either.

Methinks something broke the tools in 5.0/5.1

Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Alestance on May 31, 2014, 09:48:55 pm
New bug(?). The merchants from my kobold's civ just vanished. I got three combat reports, and all of them regarded the merchant's dissipance into the aether.

So, now I have all of their junk clogging my trade depot.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on May 31, 2014, 09:56:27 pm
New bug(?). The merchants from my kobold's civ just vanished. I got three combat reports, and all of them regarded the merchant's dissipance into the aether.

So, now I have all of their junk clogging my trade depot.

They're still there. Just invisible. Air-Sign kobolds turn invisible when confronted with a threat. The liason's done that to me a bunch of times, but I've never had an entire caravan do it before.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jackfractal on June 01, 2014, 12:32:27 am
OK, so, playing with 4j. I tried to build a base using stoneware bricks.

Turned out to be really tricky to get the task flow right.

So here's how I thought I should do it.

1. Acquire a source of clay.
2. Acquire a source of peat.
3. Build a clay oven and start the 'gather clay' task. This should slowly fill up both my peat and my clay stockpiles.
4. Build a screw press.
5. Set the screw press to compact the peat.
6. Build a smelter.
7. Set the smelter the turn the compact peat into coke.
8. Build a Pottery.
9. Set the pottery to shape clay bricks.
10. The pottery will detect greenware bricks and automatically dry them, so I can leave the 'shape clay bricks' task on repeat.
11. Set the clay oven to bake the dry bricks into stoneware bricks.
12. Build build build before the inevitable winter siege.

This didn't work. I think the fail points were with step 3 and step 10.

The 'gather clay' task wouldn't prioritize my peat source and my clay source evenly, even with a separate clay oven close to both with the gathering task on. I had to micromanage it, which sucked.

The brick drying task was also really spotty. I would end up with huge stockpiles of greenware bricks, a few 'leather hard' bricks, and some 'bone-dry' bricks. I am guessing that the 'leather hard' state is some kind of intermediary stage between the two but I have no idea how to go from greenware to leather-hard, and I can't tell if the leather-hard to bone-dry process was really working properly.

This seems overwhelmingly complex to me, even if it had worked. It requires four buildings, and somewhere along the line of thirty individual jobs to produce four bricks.

I have to be doing something wrong here, right?

Has anyone got this pipeline working efficiently before?

Right now, it seems my best bet is to use the raw clay for walls. I prefer using bricks, because bricks are lighter and don't take as long to haul, but the incredible amount of investment necessary to make clay bricks in Masterwork means that it just doesn't appear to be worth it.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on June 01, 2014, 12:37:04 am
Clay just isn't worth it ATM, even without weird bugs. Although stoneware is pretty valuable, so there's that. If you ARE doing the pottery thing, just use charcoal. Using peat makes it more time consuming and annoying.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Tenderroast on June 01, 2014, 01:38:44 am
The problem with ALL TOOL ITEMS!

the problem isnt the file, the problem is the file is NOT extracting properly from the .7z archive. Pull it out manually.

The problem is the LAUNCHER. If you change tile sets, it changes the raws for item_tool to be a 5kb file.

THE FIX temporary at least

If you change tilesets, open the archive and manually extract ITEM_TOOL into your raws.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Innocent Dave on June 01, 2014, 02:03:20 am
Has anyone got this pipeline working efficiently before?

I've tried making bricks in gnome mode, and you need to do two drying jobs for each brick before you can fire them.  The automatic queuing didn't seem to work, so I just checked back every now and then to check I still had two "dry" jobs on repeat after my one "shape" job.

I imagine the problem with gathering peat and clay at the same time is because the mod is pushing the limits of DF here - vanilla had only two types of gatherable soils (clay and sand), so just had seperate zones for each.  The addition of peat means one of those zones needs to do two separate things, but the engine still thinks they're basically the same.

I understand bricks and compact peat are both deliberately complex to balance out the supply of free materials.  You could easilly get it going once you've got manpower coming out your ears and some quantum stockpiles so you can just brute-force the amounts of materials, but it's probably not viable for early defences.

I understand you can gather, and then build with, dirt as well though, so perhaps a nice earth rampart will keep you alive long enough for bricks to start being produced?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: razorback on June 01, 2014, 02:25:38 am
The problem with ALL TOOL ITEMS!

the problem isnt the file, the problem is the file is NOT extracting properly from the .7z archive. Pull it out manually.

The problem is the LAUNCHER. If you change tile sets, it changes the raws for item_tool to be a 5kb file.

THE FIX temporary at least

If you change tilesets, open the archive and manually extract ITEM_TOOL into your raws.

... and i was just wondering why i had no issues at all^^


pottery:
i usually make two or three workshops.
one for shaping on repeat, second for drying automatically, third for independent drying (leather-hard to bone-dry)

Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jackfractal on June 01, 2014, 02:34:16 am
Hmm.

That's disappointing. Thanks guys. I wanted my kobolds to make cute little circular adobe houses, but it doesn't look like it'll be worthwhile.

I get the point of making infinite-use items require more infrastructure, but the pottery thing has swung too far in the other direction. I mean, it is currently both cheaper and easier to build everything from glass, then from mud-bricks.

Not to mention bone or leather. Get a breeding stock of jack-rats up to about forty and you will never run out of bone or leather blocks. If you let them get up to sixty adults you'll need three butchers running constantly just to keep up.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: razorback on June 01, 2014, 02:52:44 am
well, i never had big problems with the clay industry...
if you embark on a flat heavily forested site, you can make enough coal in the smelter (better ratio than woodburner or firepit!) so that peat is not really necessary or just a bonus.
The setup is made quite fast, without the need of butchering the whole lifestock and the output once its running way higher than making glass.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Innocent Dave on June 01, 2014, 04:16:47 am
Also, glass needs bags to keep sand in, which means (at least) an extra production step, access to another material, and more micromanagement / brute force overstocking required.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 01, 2014, 07:14:53 am
So in the end the feedback is:
 - Make jackrats harder. Longer child time, less children, or less meat/bones each, or higher prices.
 - Make clay easier. Maybe no drying steps. (Only greenware, no leather-hard and bone-dry items)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jaxy15 on June 01, 2014, 07:46:36 am
I think the shrapnel traps are broken. I had some badgers walk into them, and the shrapnel simply passed through.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on June 01, 2014, 11:01:11 am
So in the end the feedback is:
 - Make jackrats harder. Longer child time, less children, or less meat/bones each, or higher prices.
 - Make clay easier. Maybe no drying steps. (Only greenware, no leather-hard and bone-dry items)

1: I'm thinking something along the lines of: Jack rat NEWBORNS have less/no meat bones. That way you have to wait for them to grow up to get the butchering returns. A slightly reduced litter size would also help balance them.

2: Maybe we could bring back the batch kiln? As stolen kobold technology[Altar to Griblin is mostly useless anyways]? With the extra step of greenware and maybe slightly reduced effiency from the overpowered old batch kiln, I think it'd make clay a viable option. Especially if its fire clay.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jackfractal on June 01, 2014, 11:58:03 am
I don't know how much altering jackrats will really help. The issue is mostly with DF as a whole. You could run your meet industry on mastiffs, unicorns, or ogres if you really needed too, it just takes longer to get started. Once you get a high enough breeding population, the mechanics of reproduction start getting a bit extreme. Jackrats just hit that point really quickly.

One thing that would be great (and it would probably require a df-hack script to make it work) would be to randomize pregnancy times for animals entering the map. Right now, I find that the first year as kobolds is pretty tough, as one has to wait until all of your jackrats have children almost at the same time in the middle of the first winter.

Removing one of the drying steps from pottery would help reduce the action-economy cost down to that of glass.

I think that clay bricks (which can just be sun-dried in reality) shouldn't require a firing step to make. Drying them should be enough to make them usable. Possibly baking them into stoneware could increase their value and make them lighter. Alternatively (and this is kind of weird) you could use the pottery to make 'wet clay bricks' which count as -seeds-. Planting the brick seeds would represent your citizens leaving them outside to dry. The resulting 'plants' could get processed into working bricks at the Pottery. This might interact weirdly with the existing farming mechanics though, in that more efficient farmers would make more bricks...

Is anyone else unable to make normal planks? I can make polished wood into planks, but not normal wood.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on June 01, 2014, 01:09:27 pm
Is anyone else unable to make normal planks? I can make polished wood into planks, but not normal wood.

You have to smooth the planks at the Sawmill first to make them into planks. It works similar to the drying clay thing in that it adds an extra step in exchange for extra efficiency. You can't smooth wood stalk logs though, which is sort of annoying.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jackfractal on June 01, 2014, 07:41:18 pm
My problem with the wood industry is that it boosts your wealth too high, even if you're just using the smoothed wood for planks. All generated wealth is counted, and the process of converting wood into smooth wood generates quite a bit of wealth.

This makes early sieges extremely likely if you're building your walls mostly from wood.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: razorback on June 02, 2014, 04:19:57 am
Just a small request:
I would really appreciate if it would be possible to produce bone arrows in the fletcher
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 02, 2014, 05:08:14 am
Just a small request:
I would really appreciate if it would be possible to produce bone arrows in the fletcher
Cant you make bone arrows in the craftsbold?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: razorback on June 02, 2014, 08:20:30 am
nope, just blowdarts, bolas and bullets
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 02, 2014, 08:23:04 am
Ok, thanks. Thought they could do that. I add it to the list.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on June 02, 2014, 11:21:14 am
Breeding Warren isn't working for me. Latest version 5.01.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 02, 2014, 11:23:09 am
Breeding Warren isn't working for me. Latest version 5.01.
I'll have a quick look, but it should work just fine.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jaxy15 on June 02, 2014, 11:25:47 am
I don't understand the breeding warren. How does a fully grown Kobold magically materialize from leather and meat?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 02, 2014, 11:28:34 am
Kobolds goes to breeding warren.
Kobolds does NSFW things inside the warren, just imagine that some female kobolds are inside (I cant use several workers of specific genders)
Kobold baby needs a blanket (leather) and food (meat) to grow up.
Pop, you get a fresh kobold.

Unfortunately I cant spawn kids, otherwise I would.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Innocent Dave on June 02, 2014, 11:29:45 am
I don't understand the breeding warren. How does a fully grown Kobold magically materialize from leather and meat?

People are basically just a bunch of meat wrapped up in some skin.  Therefore, if you take someone's skin and someone else's meat and wrap one in the other (PROTIP: it matters which way round you do that), you get a person.  Since what defines kobolds is mainly their shape, a talented tailor can make a kobold out of any skin, and it avoids all that messy breeding stuff.

Either that, or a hearty meal and somewhere to lie down is the full extent of kobold romance.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 02, 2014, 03:10:32 pm
Tested, they work without any issues.

Did you run it on 'R' repeat? Autosyndrome does not trigger then.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on June 02, 2014, 03:32:27 pm
Did you run it on 'R' repeat? Autosyndrome does not trigger then.

Nope. Why would I want THAT MANY kobolds? I might upload the save later if it still doesn't work.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jackfractal on June 02, 2014, 10:17:33 pm
I'm having some problems with the spirit lodge tonight. I've never tried it before and my poor wee kobolds could have really used its magical powers.

I embarked on a half-sinister half-wild region. A first for me with kobolds, as kobolds and zombies sounds like an excellent recipe for instant horrible death. Me and my bolds drag all my stuff to the safe half of the map, and before we can even get a carpenter shop setup, are attacked by a dozen gnolls.

Gnolls are way bigger then kobolds, but they always fight alone. I draft all my tiny buddies and they mob four of the bigger critters. Mostly holding them down so the vipers can bite them. After four of them go down, the rest run.

OK. I think, we can get started, but unfortunately, two of my bolds are hurt bad. Nerve damage from repeated kicks to the spine. Ouch.

No problem, I think, I'll build them a lodge and they can spirit walk away their permanently destroyed neurons. Unfortunately, it doesn't work. The wounded bolds drag all the materials to the tent, sit there for a while, and a syndrome triggers (poof of smoke), but they don't turn into a "spirit walking kobold".

I try this five times on my wounded kobolds. No dice. They burn the materials, but they never actually do the spirit walking.
I've had similar problems before, getting people to transform into Druids. They use up the materials, but they don't start meditating. I sort of got around the druid problem by putting the transform reaction on repeat, a clever use of burrows, and disabling all non-prayer actions on the soon-to-be druids, but none of those tricks worked for the Spirit Walking thing. It just won't trigger.

Anyone else had any luck with this? Anyone had this bug before? Am I missing something?

Thanks!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 03, 2014, 06:19:36 am
I added it to my list. I plan to do a series of releases, each one focussed on a race. Might take a while till I get around to the kobolds, but a bugfix/update with a few new features is planned.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: laurief on June 03, 2014, 06:35:00 am
Here's some more questions:
- How to bury my dead kobolds? need to be inside?
- What to do with a kobold's ghost that scares the children?
- Why I can't equip my ogres with tree logs? I even tried to pasture them in a zone around the cave but no luck. Reactions seem to run normally but...
- How to make the totems needed for druid's hut etc?
- To steal a pick from dwarves I must run the 'steal metals from dwarves' reaction?

That's all for now. Sorry if my questions are noobish or vanilla related but this is my very first fort (that lasted more than a few seasons).   
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jaxy15 on June 03, 2014, 06:40:11 am
Here's some more questions:
- How to bury my dead kobolds? need to be inside?
- What to do with a kobold's ghost that scares the children?
- Why I can't equip my ogres with tree logs? I even tried to pasture them in a zone around the cave but no luck. Reactions seem to run normally but...
- How to make the totems needed for druid's hut etc?
- To steal a pick from dwarves I must run the 'steal metals from dwarves' reaction?

That's all for now. Sorry if my questions are noobish or vanilla related but this is my very first fort (that lasted more than a few seasons).   
1. Build a little hut with a roof over it, it's what I do. It counts as inside.
2. Bury the body of the dead Kobold.
3. Pasture them near the bed.
4. Make them with skulls in the craftsbold's shop.
5. Yes.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 03, 2014, 06:42:03 am
Sniped by Jaxy15. All correct. :)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Crysalis on June 03, 2014, 12:27:39 pm
So will kobolds get some lategame digging items to mine rocks and ect.? Maybe they should steal them from gnomes)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 03, 2014, 12:31:18 pm
They get an early-game digging item, thats really bad.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Crysalis on June 03, 2014, 12:42:57 pm
And i have some thoughts abot battle drugs for kobolds, maybe created from shredded gems and other materials (shredded stealed from warlocks). Maybe even some uberdrugs that after using make kobold killing machine and kill him after.

And i really think that kobolds shouldn't have ogres, maybe some giant spiders or wolves, will be much more interesting. And worshiping keas and badgers... Why not giant spiders?)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 03, 2014, 12:56:57 pm
Spiders = Drow. They have spider gods.

Ogres are not pets of kobolds, its the other way around. Ogres adopt kobolds, like cats adopt dwarves.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Alestance on June 04, 2014, 03:05:15 am
I'm considering doing a desert embark, how often do kea's lay eggs? Giant keas? Keapeople? I figure jackrats wouldn't last long in the desert.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 04, 2014, 03:10:37 am
The desert biome has no effect on animals what so ever.

Keas lay eggs exactly as often as all other animals. There is no alteration in how fast animals lay eggs. Kea people are intelligent, I dont know about pasturing them.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Alestance on June 04, 2014, 03:24:03 am
Apparently I can take keapeople as pets. Will they do menial tasks too, or just hang around in my meeting hut doing nothing? Can Kobolds eat keapeople eggs?

Apparently they can be trained for hunting and war, since I can embark with "War Kea Men" and such. I suppose I'll have to find out how useful this is.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 04, 2014, 03:26:54 am
They are friendly animal dudes that hang around your fort. Because honey badgers are revered by Kobolds for their combat rage, attacking larger creatures... while they revere Kea for their ability to steal even 2-ton heavy minecarts. And fly away with them.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: zach123b on June 04, 2014, 04:54:46 pm
the trap parcour building takes any weapon trap comp and spits out a random trap comp, based on the skill level of the training kobold
ie: my viper kobold tried training dodging, took a wooden blow dart in and got a masterwork spike back (he has a skill level of 10 in dodging)

i could embark with spirit bears (war or hunting) for around 1000 points

merchants showed up with absolutely nothing and their wagons were single tile
i tried to offer an item but they left it behind (could it be they can't carry stuff?)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 04, 2014, 05:02:53 pm
merchants showed up with absolutely nothing and their wagons were single tile
i tried to offer an item but they left it behind (could it be they can't carry stuff?)
The bear is intended, but the empty caravan obviously not. What were the pull / pack animals? Giant Jack Rats?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: zach123b on June 04, 2014, 05:33:43 pm
they had jack rats, not sure if they were giant or not
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 04, 2014, 05:34:14 pm
I'll upload a fix now.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: palu on June 04, 2014, 07:08:36 pm
Getting these errors in dfhack:
Code: [Select]
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
FixGrowth: Fixed 18 units so that their size will grow/thicken.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
FixGrowth: Fixed 14 units so that their size will grow/thicken.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
FixGrowth: Fixed 17 units so that their size will grow/thicken.
FixGrowth: Fixed 33 units so that their size will grow/thicken.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
FixGrowth: Fixed 16 units so that their size will grow/thicken.
\WORKER_ID is not a recognized command.
\LOCATION is not a recognized command.
Last one came after I used the witcher's hut.
Version 5.03
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: omniclasm on June 04, 2014, 08:37:44 pm
They are friendly animal dudes that hang around your fort. Because honey badgers are revered by Kobolds for their combat rage, attacking larger creatures... while they revere Kea for their ability to steal even 2-ton heavy minecarts. And fly away with them.

I really like the idea of a "badger farm" that makes badgers and upgrades them to badgermen and uses them for war...but in actuality the "-men" are pretty useless. They just kind of hang around your fort and are more of a novelty than anything else.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Alestance on June 04, 2014, 08:39:45 pm
Can we no longer make nestboxes out of wood? In 5.03 (I'll be checking 5.04 in a moment), I had found that the craftsbold workshop only allows for stone nestboxes to be made.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 05, 2014, 06:44:05 am
I did not change anything on the nestboxes...  ???
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Alestance on June 06, 2014, 01:08:14 am
Yesterday was quickly became chaotic, but that's over now, and I finally got to relax a bit and play. I don't know why I couldn't make wooden nest boxes in 5.03, but I can in 5.04, so there's that.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Prapor on June 06, 2014, 05:02:33 am
Clay bullets for the sling do not work. At manufacturing in Pottery get green-ware bullets, which cannot be dried. Perhaps in raw-files skipped line for the job

Sorry for my English, a have same trouble with him  ::)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: razorback on June 11, 2014, 07:10:41 am
well... i thought kobolds could eat prepared meals from tallow - now they are all going to starve  ::)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 13, 2014, 09:07:20 pm
I'll be doing a few things here next. Anything anyone wants to see added?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: DracoGriffin on June 13, 2014, 10:04:56 pm
I'll start up a v5.07 Kobold Camp and see how things are; especially after all the huge changes you've made with cutting out all the extra stuff.

edit:
Embark profile for Hypno Toad doesn't actually give a Hypno Toad...
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on June 13, 2014, 10:39:01 pm
I'll be doing a few things here next. Anything anyone wants to see added?

Early game dirt shovels are cool. Maybe you should nerf some of the thieving reactions and introduce some intermediary materials for kobolds. So far its bone, sometimes ironbone and then straight to mithral. More kobold magics and something for them to do with souls. The Altar to Griblin is pretty useless right now. Maybe use souls, blood and ironbone to make corrupted bloodsteel or something on that level? Also, a less OP Batch Kiln would be nice. Pottery and Kobolds were two things I always thought should sort of go together.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: omniclasm on June 13, 2014, 10:44:34 pm
Thieving reactions have been bugged for awhile as far as I know...I've never had a Kobold actually die from it.

Would also be super cool if the Badgermen could actually be used for something besides hurting FPS. Not sure how, unless they are just like a kobold caste that have zero chance of occurring naturally or something, but yeah. Would be cool to be able to outfit a badgerman squad for end game.

I've also not been able to get nearly as much use out of ogres as would be fun. Takes them WAY too long to breed, and a single ogre isn't going to do much besides die in a couple turns.  Kobold magic also has the same boiling boulder issues that Orcs had.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: omniclasm on June 13, 2014, 11:06:43 pm
Hopefully the poison aspect of kobolds will become more entertaining with my poison changes (assuming they are implemented)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: danmanthedog on June 14, 2014, 04:49:40 pm
Is there a way to turn turn the kobolds breeding I'm trying to play a game with barely and kobolds in the world but nope they decided the being part rat is dumb and go part bunny and spread across the world like crazy.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 14, 2014, 06:20:41 pm
Is there a way to turn turn the kobolds breeding I'm trying to play a game with barely and kobolds in the world but nope they decided the being part rat is dumb and go part bunny and spread across the world like crazy.
I think you might have to rephrase that... question? sentence?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: danmanthedog on June 14, 2014, 06:48:10 pm
Is there a way to turn turn the kobolds breeding I'm trying to play a game with barely and kobolds in the world but nope they decided the being part rat is dumb and go part bunny and spread across the world like crazy.
I think you might have to rephrase that... question? sentence?
Sorry. The kobolds in my worlds are breeding faster then rabbits, but I want to have just some kobolds in my world. I tried to turn up the world dangers up to kill them off but they seem to breed fast. So my question is how do I turn down kobold's breeding?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on June 14, 2014, 10:11:49 pm
Is there a way to turn turn the kobolds breeding I'm trying to play a game with barely and kobolds in the world but nope they decided the being part rat is dumb and go part bunny and spread across the world like crazy.
I think you might have to rephrase that... question? sentence?
Sorry. The kobolds in my worlds are breeding faster then rabbits, but I want to have just some kobolds in my world. I tried to turn up the world dangers up to kill them off but they seem to breed fast. So my question is how do I turn down kobold's breeding?

Put them in squads and send them out in a zerg rush with mass produced armour and weapons. Or just reduce their litter size
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: palu on June 15, 2014, 07:40:40 am
I think he means in worldgen.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: danmanthedog on June 15, 2014, 09:47:15 am
I think he means in worldgen.
*DING DING DING* Haa. Okay so litter size will help a bit, because they spread way to fast.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: CaptainKobold on June 16, 2014, 08:12:07 pm
Just getting back into DF a bit and wanted to watch the kobold thread!  Looks like Masterwork has continued to expand like crazy!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: danmanthedog on June 16, 2014, 10:49:51 pm
Just getting back into DF a bit and wanted to watch the kobold thread!  Looks like Masterwork has continued to expand like crazy!
Welcome back captian! Your armies of one third rabbit, one third lizard and one third rat people are ready for your command
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mithril Leaf on June 18, 2014, 10:07:47 am
Regarding the Breeding Warren, would it be possible utilize some of the catplosion code in order to produce babies in a timely fashion. I was thinking something like the idea here: http://www.bay12forums.com/smf/index.php?topic=121451.msg4169380#msg4169380 (http://www.bay12forums.com/smf/index.php?topic=121451.msg4169380#msg4169380).

EDIT: What are the limits on a workshop's ability to do something to a creature? It can't select a script target right?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 18, 2014, 11:40:21 am
Regarding the Breeding Warren, would it be possible utilize some of the catplosion code in order to produce babies in a timely fashion. I was thinking something like the idea here: http://www.bay12forums.com/smf/index.php?topic=121451.msg4169380#msg4169380 (http://www.bay12forums.com/smf/index.php?topic=121451.msg4169380#msg4169380).

EDIT: What are the limits on a workshop's ability to do something to a creature? It can't select a script target right?
I'd love to use it, but the catsplosion is a precompiled dll. I cant change it to kobolds... but if I can find someone who can compile the C++ script, I could try. :) Or spawn children somehow, that would also make sense.

Yes, it can select a script target, I do that all the time ;)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mithril Leaf on June 18, 2014, 12:00:00 pm
Regarding the Breeding Warren, would it be possible utilize some of the catplosion code in order to produce babies in a timely fashion. I was thinking something like the idea here: http://www.bay12forums.com/smf/index.php?topic=121451.msg4169380#msg4169380 (http://www.bay12forums.com/smf/index.php?topic=121451.msg4169380#msg4169380).

EDIT: What are the limits on a workshop's ability to do something to a creature? It can't select a script target right?
I'd love to use it, but the catsplosion is a precompiled dll. I cant change it to kobolds... but if I can find someone who can compile the C++ script, I could try. :) Or spawn children somehow, that would also make sense.

Yes, it can select a script target, I do that all the time ;)
Looking at the code on the github, it looks like a (relatively) simple matter of tossing an impregnate and set pregnancy time to 0 onto a script that targets the worker, possibly after turning them into a woman. It could very well be far more complex than that, but it shouldn't be too hard. Even if you need to compile a new create baby DLL, it shouldn't be too painful.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 18, 2014, 12:03:56 pm
Regarding the Breeding Warren, would it be possible utilize some of the catplosion code in order to produce babies in a timely fashion. I was thinking something like the idea here: http://www.bay12forums.com/smf/index.php?topic=121451.msg4169380#msg4169380 (http://www.bay12forums.com/smf/index.php?topic=121451.msg4169380#msg4169380).

EDIT: What are the limits on a workshop's ability to do something to a creature? It can't select a script target right?
I'd love to use it, but the catsplosion is a precompiled dll. I cant change it to kobolds... but if I can find someone who can compile the C++ script, I could try. :) Or spawn children somehow, that would also make sense.

Yes, it can select a script target, I do that all the time ;)
Looking at the code on the github, it looks like a (relatively) simple matter of tossing an impregnate and set pregnancy time to 0 onto a script that targets the worker, possibly after turning them into a woman. It could very well be far more complex than that, but it shouldn't be too hard. Even if you need to compile a new create baby DLL, it shouldn't be too painful.
In that case: Congratulations Mithril Leaf, you have been chosen to be the kobold-baby-maker. Good luck. ;)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mithril Leaf on June 18, 2014, 12:07:58 pm
Regarding the Breeding Warren, would it be possible utilize some of the catplosion code in order to produce babies in a timely fashion. I was thinking something like the idea here: http://www.bay12forums.com/smf/index.php?topic=121451.msg4169380#msg4169380 (http://www.bay12forums.com/smf/index.php?topic=121451.msg4169380#msg4169380).

EDIT: What are the limits on a workshop's ability to do something to a creature? It can't select a script target right?
I'd love to use it, but the catsplosion is a precompiled dll. I cant change it to kobolds... but if I can find someone who can compile the C++ script, I could try. :) Or spawn children somehow, that would also make sense.

Yes, it can select a script target, I do that all the time ;)
Looking at the code on the github, it looks like a (relatively) simple matter of tossing an impregnate and set pregnancy time to 0 onto a script that targets the worker, possibly after turning them into a woman. It could very well be far more complex than that, but it shouldn't be too hard. Even if you need to compile a new create baby DLL, it shouldn't be too painful.
In that case: Congratulations Mithril Leaf, you have been chosen to be the kobold-baby-maker. Good luck. ;)
Alright, don't expect anything soon, but I'll try and toss something together in the next few days. Gonna have to actually learn the variable names that DFHack uses for pregnancy, that'll be !!FUN!!. It won't be pretty, but I should be able to cobble something functional together. I will also assuredly need some help eventually, but that could probably go in the DFHack thread for more generic stuff.
If it goes well though, I might be able to toss one together that lets you do the same on pets. No promises there.

EDIT: Can you send me some sample code that one would use to run a script on the unit in the workshop? Or point me to which lua script I should look at. That might be better even.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: palu on June 18, 2014, 12:28:54 pm
Autosyndrome, or whatever it's called these days.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mithril Leaf on June 18, 2014, 12:39:11 pm
Autosyndrome, or whatever it's called these days.

That's the obvious one, but I was hoping I could get an example using lua so I could steal become inspired by the code.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 18, 2014, 01:00:46 pm
AutoSyndrome triggers the command, it just runs the script. SYN_CLASS:siren would for example simply enter "siren" into the dfhack console. Thats it. /WORKER_ID targets the worker. I dont know how it would look in lua, since its also part of the pre-compiled autosyndrome plugin.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: omniclasm on June 18, 2014, 06:08:32 pm
The toughest part about forced pregnancy (lol) is handling the genetics.

The rest would be really easy with a LUA hook.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 18, 2014, 06:13:21 pm
Well, if you can make a lua script that inpregnates the worker, that would be great. (although this is a sentence that I never thought I would write, but its Dwarf Fortress... could be worse)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Aristion on June 18, 2014, 06:35:45 pm
Well, if you can make a lua script that inpregnates the worker, that would be great. (although this is a sentence that I never thought I would write, but its Dwarf Fortress... could be worse)

Lets not go into that then.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 18, 2014, 06:39:04 pm
Either that, or changing the spawnunit script to allow an age of the unit. Then I could just spawn kobold babies directly.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mithril Leaf on June 18, 2014, 08:52:28 pm
Well, if you can make a lua script that inpregnates the worker, that would be great. (although this is a sentence that I never thought I would write, but its Dwarf Fortress... could be worse)

Done. Go to Dwarf Fortress/Dwarf Fortress/hack/lua/plugins/dfusion/tools.lua.
Lines 151-178.
Code: [Select]
function empregnate(unit)
if unit==nil then
unit=dfhack.gui.getSelectedUnit()
end
if unit==nil then
error("Failed to empregnate. Unit not selected/valid")
end
if unit.curse then
unit.curse.add_tags2.STERILE=false
end
local genes = unit.appearance.genes
if unit.relations.pregnancy_genes == nil then
print("creating preg ptr.")
if false then
print(string.format("%x %x",df.sizeof(unit.relations:_field("pregnancy_genes"))))
return
end
unit.relations.pregnancy_genes = { new = true, assign = genes }
end
local ngenes = unit.relations.pregnancy_genes
if #ngenes.appearance ~= #genes.appearance or #ngenes.colors ~= #genes.colors then
print("Array sizes incorrect, fixing.")
ngenes:assign(genes);
end
print("Setting preg timer.")
unit.relations.pregnancy_timer=10
unit.relations.pregnancy_caste=1
end
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 18, 2014, 09:01:46 pm
Awesome. I will test it right away. How do I add it, and whats the command? I copy it into the tool.lua starting at line 150, and then... ?

Edit: Wait, the code already exists in tools.lua. ???
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mithril Leaf on June 18, 2014, 09:15:19 pm
Awesome. I will test it right away. How do I add it, and whats the command? I copy it into the tool.lua starting at line 150, and then... ?

Edit: Wait, the code already exists in tools.lua. ???

Indeed it does. That code makes a creature pregnant. It was bundled with DFusion. Just have it as a separate thing named whatever you want. Then use itemsyndrome to select the unit instead of guigetselectedunit. This is what I'm currently trying to figure out how exactly to do, but shouldn't be too hard to someone who knows what they're doing.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 18, 2014, 09:17:18 pm
That is not the same as the catsplosion. Catsplosion causes the creature to instantly give birth. The dfusion empregnate takes 9 months longer.  ;)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mithril Leaf on June 18, 2014, 09:20:01 pm
That is not the same as the catsplosion. Catsplosion causes the creature to instantly give birth. The dfusion empregnate takes 9 months longer.  ;)

Just set the pregnancy timer down to 1 then. Works perfectly fine.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 18, 2014, 09:25:43 pm
Neat. :)

All that is needed now is to make it target the worker. ^^
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: razorback on June 19, 2014, 06:10:57 am
In regarding the "Kobolds bring their magic users in raids"-thread:

Would it be possible to set every druids anger higher in general?
I have two that are "very slow to anger" and one that "never becomes angry"... they never transformed in fighting situations.

Anyway: how do the enraged mechanics work? especially does a creature calm down after a certain time or just when there are no enemies around?
In the later case we could forgo the cooldowns and don't risk killing a druid when a fight lasts longer than one week... (if this is desired^^)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 19, 2014, 06:26:37 am
Their ability has nothing to do with rage. Its an interaction with usage_hint attack.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 19, 2014, 08:11:47 am
Mithril Leaf: Got it. Can make a creature pregnat by reaction, or instantly give birth. Using the code from dfusion. :)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mithril Leaf on June 19, 2014, 08:28:37 am
This should work in theory, I'm unable to test at the moment (due to being at work). You'll probably need to get a new world (I'd recommend pocket):
This one goes in Inorganic_spawnunit.txt, I put it at the end of the kobold section.
Code: [Select]
[INORGANIC:SPAWN_KOBOLD_BABIES]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE][STATE_NAME_ADJ:ALL:Spawn Unit][MATERIAL_VALUE:0][SYNDROME]
[SYN_CLASS:\AUTO_SYNDROME][SYN_CLASS:WORKER_ID][SYN_CLASS:\COMMAND][SYN_CLASS:babies]
[SYN_CLASS:KOBOLD_CAMP][SYN_CLASS:28][SYN_CLASS:Kobold][SYN_CLASS:\LOCATION]
This one goes at the end of Reaction_kobold.txt
Code: [Select]
[REACTION:SPAWN_KOBOLD_BABIES]
[BUILDING:BREEDING_WARREN:CUSTOM_NONE]
[NAME:Breed a new set of babies]
[REAGENT:A:1:MEAT:NONE:NONE:NONE][REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:SPAWN_KOBOLD_BABIES]
[SKILL:PERSUASION]
And make a new file in /hack/scripts (or lua or whatever, I don't think it matters) called babies.lua that has this.
Code: [Select]
function empregnate(unit)
unit=arg[1]
if unit==nil then
error("Failed to empregnate. Unit not selected/valid")
end
if unit.curse then
unit.curse.add_tags2.STERILE=false
end
local genes = unit.appearance.genes
if unit.relations.pregnancy_genes == nil then
print("creating preg ptr.")
if false then
print(string.format("%x %x",df.sizeof(unit.relations:_field("pregnancy_genes"))))
return
end
unit.relations.pregnancy_genes = { new = true, assign = genes }
end
local ngenes = unit.relations.pregnancy_genes
if #ngenes.appearance ~= #genes.appearance or #ngenes.colors ~= #genes.colors then
print("Array sizes incorrect, fixing.")
ngenes:assign(genes);
end
print("Setting preg timer.")
unit.relations.pregnancy_timer=10
unit.relations.pregnancy_caste=1
end

EDIT: AS I WAS TYPING IT UP. CURSE OUR SIMILAR ACTIVITY TIMES!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on June 21, 2014, 05:57:50 am
I know this was asked in a previous thread, but I didn't really see an answer to it.

How do you get your kobolds to equip bows they have stolen, and can they equip them at all?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 21, 2014, 06:14:59 am
I think I made a mistake there... the bows are too large. But as soon as you steal the fletchers plan, you can make your own, smaller bows.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: zach123b on June 23, 2014, 06:34:11 pm
the worktop (empty) uses the same key as a quern (q)
and the worktop requires leather working to be built?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: greycat on June 23, 2014, 07:54:09 pm
and the worktop requires leather working to be built?

Wood and leather are your fundamental starting resources, as a kobold.  Build a butcher and a tanner (out of wood), slaughter a jack-rat or something, turn the skin into leather, then the leather into suede (not vellum... ooops...), and start making tent-workshops.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 23, 2014, 08:44:06 pm
The Worktop could be an outside working area, without the need for a leather tent around it... but I thought it would go with the theme of leather as buildmat.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: greycat on June 24, 2014, 07:38:27 am
In the Clay Shaper, the reaction "Shape bricks (4) from clay" is listed under SKILL POTTERY.  But in the raws, it is [SKILL:STONECRAFT].
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: palu on June 24, 2014, 08:09:01 am
The skill is renamed to Stonecrafting & Pottery.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: palu on June 24, 2014, 09:02:06 am
Some of the kobold castes have screwed up profession names, like Bonesaw, Ritual knife, and Scythe
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 24, 2014, 09:20:00 am
Some of the kobold castes have screwed up profession names, like Bonesaw, Ritual knife, and Scythe
Thats a weird bug from reading out the animated weapons of warlocks. I saw that years ago on another civ, and I remembered some of smakes orcs having the skill names of dwarven golems. Its super random, but very rare.

Is it reproducable? Or was it a one time occurence? (it depends on the world)

I never found any flaw in the raws that leads to this, and I have only seen it twice...
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: palu on June 24, 2014, 09:29:16 am
It doesn't bother me much, just confused me at first.

Are the Refurbish reactions intended to consume their reagents?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: omniclasm on June 24, 2014, 09:37:55 am
Pretty late, but regards getting druids to actually transform.

It seems they only transform when they get "scared"...so you have to send them into battle, then when you want them to transform, set them to inactive.

On one hand, seems like it shouldn't work that way. On the other hand, it's nice being able to "control" when they shift, since afterwards they just go back to the meeting hall.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 24, 2014, 09:41:44 am
It doesn't bother me much, just confused me at first.

Are the Refurbish reactions intended to consume their reagents?
yes
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: greycat on June 24, 2014, 10:37:10 am
Why does making muck root tea, from a pair of muck roots, produce 1 muck root spawn and 2 fisher berry seeds?  None of the other juicing reactions produce the "wrong" seeds....
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 24, 2014, 10:45:04 am
Why does making muck root tea, from a pair of muck roots, produce 1 muck root spawn and 2 fisher berry seeds?  None of the other juicing reactions produce the "wrong" seeds....
because bugs?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jonveck on June 24, 2014, 01:37:47 pm
FYI:  I'm playing the latest version and as far as I can tell, my shovels aren't deteriorating.  Not that I'm *really* complaining, but I know that's not how it was intended.  My 'bolds constructed theirs out of a mix of wood and featherwood if there's any chance that makes a difference.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 24, 2014, 01:38:50 pm
FYI:  I'm playing the latest version and as far as I can tell, my shovels aren't deteriorating.  Not that I'm *really* complaining, but I know that's not how it was intended.  My 'bolds constructed theirs out of a mix of wood and featherwood if there's any chance that makes a difference.
Are you playing with Temperature:Off ?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dukea42 on June 24, 2014, 03:13:56 pm
Good to be playing kobolds again. I liked most of the new workshop/tent structure.  Will be awesome to see the manual to match so I can plan ahead better, but it's normal for a kobold camp to look chaotic.  Here's my feedback for bug and tweaks.

I had no problems with disappearing shovels, and they seemed to work as intended. I had to make sure my digger was dedicated to the job as they'd often wear out before even being used.  I only got into a couple of soil layers for food storage and to access sand and clay.  Made a simple tomb room and another for beds - each no more than 10x10 in size.  4-5 shovels maybe?

There was one bug with stockpiles I couldn't seem to fix.  Anything not on the same layer wasn't being found for the job.  I don't recall that being a known bug, but usually with other races I have the stockpiles next to the workshops.  I only noticed this because my surface workshops wouldn't pick up anything from the food cellar. (globs for tanning, tallow, etc.).

On the embark screen, I could not see a way to pre-train bola-bolds.  The hammer/bola skill wasn't on the list.  It was previously I thought.

Suggestion for the Kobolds weapons...Hunter migrants showed up with Totem-Slings likely due to it being the crossbow skill (remapped).  Maybe that should swap with the slinger skill (= pike?).  That way something with common ammo from the craftsbold can be made for the hunters.  That or some sort of generic totem-ammo, but that doesn't seem as fun, or even ideal for hunters with only 3 shots per stack (can bullets be assigned to work with 2 different weapons classes?).  Ideally I'd like to see it so that both slingers and totem-slings are crossbow skill, then you have some way to train up kobolds before using the totem-slings and their very expensive ammo. (like dwarves with crossbows and javelin-throwers - one just a large version of the other).  The freed up pike skill could be used for magic wands, the bolas (to be military instead of throwing) or something else new.

EDIT- On the topic of weapon logic.., Lasher seems to fit better for Bolas melee skill. ;)


For new kobold players...I died pretty quickly to elven sworddancers with mithril krisses and armor.  I would recommend limiting your world to only a few simple races like goblins if you want to get a bit further.  Of course that messes up the siege threat to thieving however.

Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jonveck on June 24, 2014, 03:14:50 pm
@Meph:
Nope, temperatures are on.  Everything should be default.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: jonveck on June 24, 2014, 03:24:40 pm
@dukea42:
Particularly when it comes to kobolds -- but the same is true with practically any race for new players -- one needs to dig in and establish a wall.  Granted this is a lot easier with races that can *literally* dig in, but clay walls were the only reason my camp did not fall to a well-armed squad of two dozen dwarfs that arrived to besiege me in early Autumn of the first year.  Luckily I had already clear-cut the immediate area and had enough wood to make a hallway of cage traps -- I only caught half of their warband, but a drowning chamber later and I had over 800 meat and fresh dwarf leather for my workshops.

I like your suggestion for slings (rather than totem-slings) to replace crossbows.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dukea42 on June 24, 2014, 03:45:51 pm
Yeah, I had a full walled camp and a start of a beautiful ziggurat - all built with smooth plank walls, but they snuck in too close to my draw bridge and 3 was enough to get inside and slaughter the majority of my bolds.  Bone bolas are not enough at close range against root armor and bonerattle does nothing to stop mithril blades.

Oddly the migrants only brought in a couple orge children instead of the usual adults, so that also hindered my defenses.  Because I was waiting to finish the ziggurat to put a druid lodge at the top, I didn't have my secondary form of defense ready yet either.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: omniclasm on June 24, 2014, 05:47:20 pm
FYI:  I'm playing the latest version and as far as I can tell, my shovels aren't deteriorating.  Not that I'm *really* complaining, but I know that's not how it was intended.  My 'bolds constructed theirs out of a mix of wood and featherwood if there's any chance that makes a difference.
Are you playing with Temperature:Off ?

Shovels deteriorating seems very hit or miss.

I've actually seen a couple deteriorate, but I've also had some last indefinitely.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: greycat on June 24, 2014, 05:48:30 pm
Observation: I turned on the Mining labor for one kobold, made a shovel, and dug out a bunch of stuff with it.  All seemed to work as intended.  Then later I made another shovel, but the kobold with the Mining labor never picked it up.  I turned on the labor for a second kobold, who happily picked it up and used it.  The same thing happened later, requiring a third kobold to have the labor activated.

After that, I forget exactly how things went, but I was eventually able to get a kobold who had previous Mining skill to pick up a new shovel by deactivating and reactivating the Mining labor.

Theory: when the shovel wears out while in the kobold's inventory, the kobold somehow still has it "assigned" as their Mining shovel, so they won't go seek a new one.  Clearing and resetting the labor clears their "assigned" shovel, and lets them get a new one.

(Unrelated: all my shovels have worn out as promised, so far.)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 24, 2014, 11:33:38 pm
Quote
Shovels deteriorating seems very hit or miss.

I've actually seen a couple deteriorate, but I've also had some last indefinitely.
That sounds impossible, as they use a fixed mat and a fixed melting point to got worn. It should either work 100% of the time, or not at all. The outside temperature doesnt matter, since its a fixed temp, just like netherwood.

If anyone has a save with an eternal shovel, please upload it. I want to have a look myself.

The other suggestions look fine. And I want to give elves something lesser than mithril, to make them less dangerous in the beginning. Maybe Moonsilver.  Iron mixed in for the humans as well.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: greycat on June 26, 2014, 02:36:35 pm
5.08, ASCII tileset, Linux

"Throw slag in the melting pot" just keeps going, and going, and going... my first thought is the BAR size needs to be multiplied by 150, but the reaction uses [REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SLAG] and I'm not sure how that works.  I'm afraid setting the REAGENT to 150 might break something, if it can use non-bars as reagents.  (Are there non-bar slag items?)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 26, 2014, 02:41:17 pm
Yes, massive slag tools.

You could make two reactions, one 1:TOOL and another with 150:BAR.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: greycat on June 26, 2014, 02:57:59 pm
5.08, ASCII tileset, Linux

I managed to catch, train, and "milk" some giant brown recluse spiders.  I also made a bunch of bone blowdarts, because I have no idea what I'm doing yet.

Seemed like a good idea to poison the blowdarts, so I asked for a "Coat with imported venom (ammo)" job in the Poisoners Lab.  Somebold grabbed the barrel of venom, 5 stacks of bone blowdarts (5 per stack), and a tallow.  When the job was completed, there were 5 stacks of bone blowdarts in the Lab, only the first of which has a "giant brown recluse spider venom covering".  The others have no covering.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dukea42 on June 26, 2014, 09:50:16 pm
Hmm. That's going to be an awkward fix with the reaction calling for 25 darts but wood ones come in 25 per stack instead of 5 for bone.  I don't know if the coating code will target multiple stacks.

I believe there is a new poison system in the works that will coat weapons next to the poison barrels as a building item, which will replace the need to coat individual stacks.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Bartoum on June 27, 2014, 08:23:47 pm
Hello,

I remade the wood processor page on the wiki http://dwarffortresswiki.org/index.php/Masterwork:Wood_processor (http://dwarffortresswiki.org/index.php/Masterwork:Wood_processor) (my first contribution to a wiki) and I'm here to ask if it's worthwhile to work on the wiki while all the manuals are being reworked.

I want to help but I need a little help to figure out how to do it.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on June 27, 2014, 10:47:54 pm
The MWDF wiki is really uninhabited right now and it would be really awesome if more people worked on it. Also, I'm pretty sure Meph said something about outsourcing the manuals to the community at some point. You could maybe ask him if you could help write the manuals and he'd probably be OK with it.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: aldehyt on June 28, 2014, 02:34:34 am
Where is now Toadlicker ? i just cant find this workshop :P
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 28, 2014, 02:46:32 am
Its gone. It only had one reaction, so I deleted it and put the reaction into the Juice Bar. It can new brew toad shots. :)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: razorback on June 28, 2014, 06:19:16 am
Composite bows from the fletcher are still unwieldably large, normal bone products from the bonechipper (not bonerattle) seem to have no material ("cloak" instead of "bone cloak") and there is no bone arrows reaction in the fletcher as you promised ( :'( )
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Bartoum on June 28, 2014, 08:07:09 am
@ Arcvasti I guess we need to see the manuals to not repeat it in the wiki.

@ Meph Do you have an idea of when you will put the manuals in? And how do you feel about the wiki with all the work that goes into the manuals?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 28, 2014, 08:16:14 am
Manuals: In 3 weeks. I guess.  I dislike the wiki, because its outdated and spreads information thin. On the other hand, people also work on it, and it helps sometimes. I just wish there was ONE. Not a manual and a wiki, but one source of info.

Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Bartoum on June 28, 2014, 08:41:38 am
Yeah exactly! So I was thinking of waiting for the manuals and help for those but the question is will there be an easy way to help with these?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: greycat on June 28, 2014, 09:21:44 am
I remade the wood processor page on the wiki http://dwarffortresswiki.org/index.php/Masterwork:Wood_processor (http://dwarffortresswiki.org/index.php/Masterwork:Wood_processor) (my first contribution to a wiki) and I'm here to ask if it's worthwhile to work on the wiki while all the manuals are being reworked.

In my opinion, yes.  If you have the time and ability to fix up the wiki, that's wonderful.  It needs a vast amount of work right now.  Every little bit will help, especially for the non-dwarf races.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 28, 2014, 10:37:16 am
I think I will make a thread for the manuals soon. I am waiting for Boltgun, who is looking over the css/html behind it. Then I can start porting more content into the new manual. :)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Bartoum on June 28, 2014, 02:16:08 pm
I will work on the wiki a little bit while waiting for the manuals. Worst case scenario is a little editing on the copy/paste from the wiki to the manuals.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: GreyPowerVan on June 28, 2014, 03:04:48 pm
I will work on the wiki a little bit while waiting for the manuals. Worst case scenario is a little editing on the copy/paste from the wiki to the manuals.

If you can add me on skype (Daggroth)/pm me when you finish a page, I will proofread it for spelling and grammatical errors.  I don't really know the formatting to work on the wiki myself, but I can just edit the page easily.  I already fixed the errors on the wood processor page.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: greycat on June 28, 2014, 03:28:12 pm
If you can add me on skype (Daggroth)/pm me when you finish a page, I will proofread it for spelling and grammatical errors.  I don't really know the formatting to work on the wiki myself, but I can just edit the page easily.  I already fixed the errors on the wood processor page.

You can always check the Recent Changes (http://dwarffortresswiki.org/index.php/Special:RecentChanges) page perdiocally to see what has been worked on, though that'll give you more than just the Masterwork namespace.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Bartoum on June 28, 2014, 03:57:00 pm
Yeah I'm not the greatest writer ever that's for sure  :D. I don't really know how to do the complicated stuff on the wiki either, I'm just copying and make sense of it. It's not that hard really (but grammar is). I didn't play the other races yet so for the moment all I do will focus on them.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: UristMcDuck on June 28, 2014, 05:48:43 pm
MWDF v5.10:
Training on the Track Parcour no longer generates new trapcomps, instead the used ones are preserved.

Shucks! I can't have one of my Legendary bolds take a mediocre trapcomp to the Parcour course and upgrade it to masterwork? That was always an amusing little exploit.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 28, 2014, 05:51:00 pm
MWDF v5.10:
Training on the Track Parcour no longer generates new trapcomps, instead the used ones are preserved.

Shucks! I can't have one of my Legendary bolds take a mediocre trapcomp to the Parcour course and upgrade it to masterwork? That was always an amusing little exploit.
Yes. But someone posted about that exploit and it found the way into my todo list. :P
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: UristMcDuck on June 28, 2014, 05:55:26 pm
Yes. But someone posted about that exploit and it found the way into my todo list. :P

It needed fixing, for sure.  It was funny, though.  Haven't opened the new version yet, but I presume skill advancement is achieved through the creation of knowledge stones now?  I assume [PRESERVE_REAGENT] doesn't give experience.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 28, 2014, 06:23:36 pm
Yes, this:
Code: [Select]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:KNOWLEDGE_STONE]
[PRODUCT:75:1:BOULDER:NONE:INORGANIC:KNOWLEDGE_STONE]
[PRODUCT:50:1:BOULDER:NONE:INORGANIC:KNOWLEDGE_STONE]
[PRODUCT:25:1:BOULDER:NONE:INORGANIC:KNOWLEDGE_STONE]
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on June 28, 2014, 06:55:45 pm
Yeah, shovels aren't breaking. After about a month and a half. With V5.09.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 28, 2014, 07:09:57 pm
Yeah, shovels aren't breaking. After about a month and a half. With V5.09.
With temperature on?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mithril Leaf on June 28, 2014, 07:21:56 pm
Not sure if you actually care, but if you toss a reaction that turns the male kobold into a female before running the pregnancy script, you can make it omnigender.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on June 28, 2014, 07:24:23 pm
Yeah, shovels aren't breaking. After about a month and a half. With V5.09.
With temperature on?
Yes. I never turn it off. Sorry I forgot to specify that.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 28, 2014, 07:26:18 pm
I dont know how thats possible then. Shovels can only be made in one single, custom reaction, which makes them from INORGANIC:BREAKABLE, which has a set melting point and a fixed temperature and should wear after a short time.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Igorshadow on June 28, 2014, 11:55:17 pm
I've got a problem in V5.10 ,I made a breakable shovel and it worked , but after it dissapeared my kobold stopped digging and i've made about 2 or 3 extra shovels that are just laying around him.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on June 29, 2014, 12:01:23 am
I've got a problem in V5.10 ,I made a breakable shovel and it worked , but after it dissapeared my kobold stopped digging and i've made about 2 or 3 extra shovels that are just laying around him.

Toggle the kobolds mining skill on and off and it should work. Because even though the shovel broke, it still takes up his digging tool slot. Clearing and re-enabling his mining labour ought to fix the problem.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: aldehyt on June 29, 2014, 01:41:53 am
Yeah that is true, my first shovel always break, but second and third not always.

Next question, if i set population capacity to 0 and child babies to 100:1000, they are grown to adult kobolds ?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: razorback on June 29, 2014, 04:51:21 am
Just a few questions that occured on 5.09:

Which labour does the secret thieves tunnel use? it seemed that regardless of having "hunting" on or off various kobolds worked there.
Also, i have run many thievings actions and neither one kobold died nor did i get sieged/ambushed.

In general it seems that i don't get attacked much so i'm asking myself: i left everything in the civilisations tab on default so may the issue be that most races have 'none' in the AI section?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Bartoum on June 29, 2014, 09:41:57 am
The new skill for stealing is PERSUASION so if you want to choose who steal you need to appoint a shaman and go to the workshop profile.

So I'm doing the wiki thing, digging in the raws and testing reactions, I found out that the reactions to prepare 50 blowdarts with a poison don't work there isn't an improvement line (surely because you need to target a reagent). I don't understand the [REACTION_CLASS:SLOWPOKE] in the slowpoke poison (kobold bulb), that tag isn't anywhere else and the poison is obviously the shadowleaf poison who have [REACTION_CLASS:SHADOWLEAF_POISON].
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 29, 2014, 10:27:21 am
I changed it because some people requests not to use hunting skill in reactions.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: eggthief on July 02, 2014, 05:30:40 am
Just had a kobold fortress ending prematurely. Had my first trade caravan over (not sure which civ) and when it left the screen I got these announcements saying something like "Good X has been stolen by a thief" for every item in the caravan. The announcements pointed at the edge of the map which was completely empty and about a season later I get a dwarven invasion. Since I had 16 kobolds and 1 ogre while still being very exposed, I was no match for them and was slaughtered.

The annoying thing is that I never paid attention to the civ of the caravan, but I would guess it was dwarven and that for some reason all their stuff got stolen with me taking the blame when they left the map. I never even built the thieves' tunnel yet so that can't be it. Any idea what could've triggered all their wares being robbed at departure?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 02, 2014, 05:36:32 am
eggthief, thats perfectly normal DF behaviour for kobold caravans. since their civ as an item_thief, all items they leave with are flagged as stolen. it perfectly harmless and has nothing to do with the dwarves.

You only get kobold caravans btw.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: eggthief on July 02, 2014, 08:13:12 am
Oh okay, I did receive 2 liaisons right after each other though. Could one have been a dwarf (if at all possible) and gotten himself killed soon after? Otherwise I am completely puzzled as to why the dwarves would invade me so early on as I did not change the default invasion settings which has them at 'very late'. My next fortress went even more abysmal, embarked on a serene biome with a werebeast which infected my kobold after which I was left without any animals and just a werebeast infected kobold, these guys really need an ogre embark  :D
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 02, 2014, 08:25:54 am
the good races seem to ignore these settings and siege all the time. Its a bug I cant fix, only Toady One can do that. try setting the trade triggers equally high, maybe it helps, but I havent tested that yet.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Gamerlord on July 04, 2014, 08:43:06 am
The bone chipper armour making reactions seem to give armour pieces without material.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sagus on July 04, 2014, 12:56:19 pm
This is a very noobish question, but for the life of me I can't find many of the workshops listed in the manuals. Where can I get the Woodcarver, Scale cleaner, Fishpond, Trader Warren etc? I thought they'd come from Worktop or Tent but they don't...

also, speaking of the worktop, for some reason I just can't seem to be able to build anything from it. I have four leathers and a bunch of barrels, yet all the options on it are red... nevermind this part 'bolds were using all barrels for food :P
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: palu on July 04, 2014, 01:23:56 pm
Try greater tents. Also, the kobold manual is out of date.
Here are the kobold changes:
Quote
Next is the large Kobold update. Essentially a complete overhaul of the thievery system and the workshop menu. There are many smaller balance changes, and you can read everything in the changelog below, but three important things stand out.

1. Thieves Tunnel. You now have only one, and it has 15 reactions, one for each race. The stealing might injure the worker, it might kill him, it might spawn an attack, or it might do nothing. The reward is a small item, which is race specific. And you have a 5% chance to steal a building plan, which unlocks one of the 15 race-specific workshops.



2. Workshop Overhaul. Four workshop are the basis for most buildings now. The Worktop, the Tent, the Greater Tent and the Lodge. These empty buildings can be outfitted with different workshops. This costs 1 leather for tents, 1 leather/1 barrel for worktops and 1 leather/1 totem for lodges. You can also clear these workshops and re-use them. This means a wood-working area can easily become a scale and chitin workarea. Or your sisha lodge that you dont need anymore can become a druids lodge. This enables kobolds to make good use of small areas.





3. Shovels are back! The Dirt Digger can now make a breakable shovel from wood. You no longer steal picks, but instead can dig in the early game directly. The shovels dig soil and rock, but break after one ingame week. This means you can dig soil rather easily, but the deeper you go, the less time is spend efficiently mining. Its mostly intended for digging hovels into soil and a direct stair into the caverns.

Quote

    Kobold update
     - Breeding Warrens changed, they now empgrenate the worker, if female.
     - Thieves tunnel changed, now only one. More dangerous.
     - New building upgrade system.
     - Paupers Pup has smaller design (5x5)
     - Scribe removed.
     - Painters Studio renamed to Paint Mixer. Also reduced from 5x5 to 3x5.
     - Kobolds Fishpond deleted.
     - Booze Burner, Poison Cookery, Juice Bar and Critter kitchen reduced to 3x3.
     - Fixed typo in Bone Scrapper name.
     - Pottery renamed to Clay Shaper. Also redesigned from 5x3 to 3x5.
     - Thieves Tunnel redesigned to 7x7.
     - Glass Blower redesigned from 5x5 to 3x5.
     - Removed Kiln.
     - Melting Pot redesigned from 3x4 to 3x1.
     - Deleted Mineshaft (Troglodyte Loot)
     - Deleted Soul Forge, Ashlander Kennels.
     - Made Gremlin Chemist a standard building. (Previously Gremlin Loot)
     - Same for Casino and Poisoners Lab.
     - Deleted Warpstone Lab.
     - Removed access to stables.
     - Removed access to ore processor. dun dun dun, no more "easy" access to metals.
     - Kobolds have three "base" buildings now: Worktop (Empty), Tent (Empty) and Lodge (Empty).
     - These can be upgraded into different types of workshops. This removes 20 entries from the workshop menus.
     - Updated the Arena to use the spawnunit script, instead of transforming changelings. Now much easier to use.
     - Kobolds no longer need to dry clay. This removes two worksteps and results in "Shape item => Burn item". Thats it.
     - The Dirt Digger can now create "breakable shovels", which get worn quickly, but allow you to dig a bit. Costs 3 wood.
     - Simplified "Make totem" reactions in the Hexers Hut.
     - Hexer gets a new hex: Summoning Hex.
     - Keas and Honey Badgers are no longer transformed from Changelings, instead summoned with summoning hexes at their totems.
     - Added missing decorations, 8 new decorational plants.
     - Kobold painter can now paint blocks (4)
     - Kobold painter reactions simplified: 8 times less reactions. Uses any paint now, so use stockpile links.
     - Added "work out" to the training room. Uses athletics skill and trains attributes, just like in dwarf mode.
     - Removed Soothsayers Hut.
     - Moved the three special totem-bomb fillings from soothsayers hut to Gremlin Chemist.
     - Removed Kiln. Potash/Pearlash done in Gremlin Chemist.
     - Deleted fire/explosive sling bullets from Chemist.
     - Altar to Griblin the Lucky is no longer a foreign tech stolen from rival kobolds (as there is only the playable kobold civ left)
     - Removed Water/Magmalings from Kobold mode.
     - Deleted a few military-skill training reactions from the Paupers pub that could also be trained in other workshops.
     - Jackrats are slightly more expensive and give slightly less offspring.
     - Kobold Trader Warrens can now unpack Gnomish crates.
     - All kobold buildings are made by leatherworkers.
     - All basic workshops can be reused, costs 1 leather.
     - All lodges can be reused, costs 1 leather and 1 totem.
     - All basic custom kitchens can be reused, costs 1 leather and 1 barrel.
     - Moved "Brew toad-shots(10) from toad venom" into Juice bar.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sagus on July 04, 2014, 02:47:29 pm
I tried the 4 basic workshops and I still can't find the Woodcarver one... did it get moved to another submenu or something?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 04, 2014, 03:24:12 pm
Woodcarver is in the small tent.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sagus on July 04, 2014, 03:59:45 pm
Woodcarver is in the small tent.
...that's odd, I was sure I had checked the tent. Well, thanks!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Morri on July 07, 2014, 12:12:26 pm
Is stealing supposed to harm the kobold? I seem to be able to keep the same kobold in there flooding me in cheap wood, metal and what not .. [using 5.10]
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on July 07, 2014, 01:20:30 pm
Is stealing supposed to harm the kobold?

Do you have temperature on? I think that might impact whether or not the kobold suffers negative effects. And yes, it is. I'm personally guessing there are a couple ambushes on the map somewhere if you've been stealing this much. Type "slayrace" into DFhack and see if any invaders pop up on the list of potential slayrace targets.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Morri on July 07, 2014, 01:52:50 pm
Yes, I have temperature on. And yes, there are ambushes on the map but as I am walled in the only thing that would affect me would be that the kobolds are hurted while stealing. And that doesn't happen.

I tried fooling around with the raws and for the stealing reactions I see something like:

[PRODUCT:5:1:TOOL:PLAN_HUMAN_KOBOLD:CREATURE_MAT:ANIMAL_LEATHER:LEATHER]
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:SLAM_SELF]

Does that mean that it has 0% chance of something bad to happen to the kobold?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 07, 2014, 03:00:26 pm
Alright, I'm having alot of trouble with my bolds. None of them want to run the 'Compact Peat' reaction in the screw Press. I have tons of Peat, and I have Mechanics active (Thats the right job if the manual is correct and hasnt changed), and no other jobs for the bold, but he is just sitting on his tail with 'No Job'. Am I doing it wrong?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on July 07, 2014, 03:20:28 pm
Alright, I'm having alot of trouble with my bolds. None of them want to run the 'Compact Peat' reaction in the screw Press. I have tons of Peat, and I have Mechanics active (Thats the right job if the manual is correct and hasnt changed), and no other jobs for the bold, but he is just sitting on his tail with 'No Job'. Am I doing it wrong?

I'm pretty sure that "Pressing" is the proper skill. If that fails, just enable all labours on that kobold and one of them should work. Also, are you using burrows?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 07, 2014, 04:30:27 pm
Alright, I'm having alot of trouble with my bolds. None of them want to run the 'Compact Peat' reaction in the screw Press. I have tons of Peat, and I have Mechanics active (Thats the right job if the manual is correct and hasnt changed), and no other jobs for the bold, but he is just sitting on his tail with 'No Job'. Am I doing it wrong?

I'm pretty sure that "Pressing" is the proper skill. If that fails, just enable all labours on that kobold and one of them should work. Also, are you using burrows?

Welp...I'm six kinds of stupid. I DID have burrows on as well as the wrong labor enabled, so I was twice the amount of wrong. Thanks Arcavasti.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sagus on July 09, 2014, 09:19:44 pm
Had a game destroying crash with the 'bolds. Shortly after stealing from humans, they invaded. Things were going all fun for a while until the game just suddenly crashed. Everytime I tried to load that save, it'd crash before even fully loading. Had to delet the save to be able to do anything again...
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Aristion on July 10, 2014, 10:36:44 pm
Had a game destroying crash with the 'bolds. Shortly after stealing from humans, they invaded. Things were going all fun for a while until the game just suddenly crashed. Everytime I tried to load that save, it'd crash before even fully loading. Had to delet the save to be able to do anything again...

My last camp fell to 3 gargoyles.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Fleeb on July 12, 2014, 06:48:35 pm
How do I make shovels? Searching around says a dirt digger does it... but I see no references to dirt digger outside of the mention that shovels can now be made by them. What building? I made a wood carver as that would be the most logical way, but no option to make shovel.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on July 12, 2014, 06:48:54 pm
Playing with 5.10 with temperature on and seeing shovels last too long too. My first couple short trials with 'bolds the shovels seemed to break pretty fast. In this current came I didn't make a shovel until a year had passed and have had two bolds digging pretty much constantly for 2-3 seasons. One of the three shovels I made broke. They have dug out 50 basic bedrooms and a work area for smelting and clay firing (maybe 30x30), carved off another couple hundred peat tiles that were high and close enough to give archers LOS over my walls, and are now 10 levels down in the rock layers bringing up malachite, unusable coal (going to see if it will make blocks for a nice black building material!) and various rocks.

Two things occur to me that may play in. How much difference does shovel quality make? And does the bold beat the wear and tear checks if its using the shovel left-handed? (one of mine has some craft object in right hand and shovel in left, and his has never broken.) The left-hander's shovel shows no wear and it's * quality. The right-hander has broken one shovel and shows wear on his second, though it seems to have lasted a long time compared to earlier games. I think his first was no quality modifier, but the current one is a -.

As a measure of how much they have mined, the left hander is at 107 of 500 in level 0 and the right-hander is at 50 of 500. That experience penalty is brutal! (99%)  Sure am glad I found two who love mining... even if they suck at it.  8)






Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on July 12, 2014, 06:50:32 pm
How do I make shovels? Searching around says a dirt digger does it... but I see no references to dirt digger outside of the mention that shovels can now be made by them. What building? I made a wood carver as that would be the most logical way, but no option to make shovel.

Build a large tent (6 leather, 2 wood logs, 5x5), dirt digger is one of the things that will convert to.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Fleeb on July 12, 2014, 06:54:56 pm
D'oh! Geeze I thought I had a greater tent, but I had two regulars. Thanks!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: KCFOS on July 13, 2014, 12:44:01 am
So I started a Kobold camp, everything was going good, I had around 15 adults and 35 children. I was attacked by a were-badger, and one of the children was bit. I made a bunch of bone pointy sticks and drafted every single adult into the military. I stationed everyone outside my base and the clouds of children came as well. In the ensuing battle around 4 of my Kobolds died, a bunch were injured/bitten, and we didn't even kill the original, and now everything is weird.

My ogre went crazy for a little bit and started attacking my kobolds

A "Giant honey badger cub boar child" happened, I'm pretty sure it wasn't there before, it started attacking my kobolds. It's still here even after the full moon and interrupting my Kobolds, it's a pet of one of my Kobolds, and it's listed as tame

Everyone's interrupting each other, and no ones insane

My kobolds are vanishing into thin air

I have no idea what's going on or why this is happening
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on July 13, 2014, 11:05:09 am
So I started a Kobold camp, everything was going good, I had around 15 adults and 35 children. I was attacked by a were-badger, and one of the children was bit. I made a bunch of bone pointy sticks and drafted every single adult into the military. I stationed everyone outside my base and the clouds of children came as well. In the ensuing battle around 4 of my Kobolds died, a bunch were injured/bitten, and we didn't even kill the original, and now everything is weird.

My ogre went crazy for a little bit and started attacking my kobolds

A "Giant honey badger cub boar child" happened, I'm pretty sure it wasn't there before, it started attacking my kobolds. It's still here even after the full moon and interrupting my Kobolds, it's a pet of one of my Kobolds, and it's listed as tame

Everyone's interrupting each other, and no ones insane

My kobolds are vanishing into thin air

I have no idea what's going on or why this is happening

Loyalty Cascade. The werebadger kobold was still a member of your civ. The people who attacked him attacked a civ member. Thus, they became enemies of your civ. So everyone else attacks them. But they are still members of your civ. So the people who attacked THEM become enemies of your civ. So everyone else attacks them. But they are still members of your civ. So the people who attacked THEM become enemies of your civ. So everyone else attacks them. But they are still members of your civ. So the people who attacked THEM become enemies of your civ. So everyone else attacks them. But they are still members of your civ. So the people who attacked THEM become enemies of your civ. So everyone else attacks them. But they are still members of your civ. So the people who attacked THEM become enemies of your civ.

^This is exactly as ridiculous as it sounds.

And the vanishing into thin air is a stealth thing Air-Sign kobolds do. They're not actually vaporizing. Just thought I'd clarify in case you're new to kobolds.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Giimer on July 21, 2014, 10:11:26 am
Why there kea man and badger man, that he can fisher gremlin
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 21, 2014, 12:24:04 pm
Why there kea man and badger man, that he can fisher gremlin
???
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on July 21, 2014, 12:30:06 pm
As far as breakable shovels go, it seems from the reports here as well as my personal experience, that the breakable shovels not breaking is caused by them being high enough quality that they somehow don't break. Its a known fact that well made items are harder to destroy, with artifacts being indestructible. So well made shovels might make the natural degradation slow down or possibly stop altogether.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 21, 2014, 01:00:18 pm
As far as breakable shovels go, it seems from the reports here as well as my personal experience, that the breakable shovels not breaking is caused by them being high enough quality that they somehow don't break. Its a known fact that well made items are harder to destroy, with artifacts being indestructible. So well made shovels might make the natural degradation slow down or possibly stop altogether.
Thats interesting and could be the reason I never noticed in testing. It does sound strange tough, but I will certainly have a look at that. If its the cause, I can easily fix it.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Giimer on July 21, 2014, 06:19:16 pm
Why there kea man and badger man, that he can fisher gremlin
???
Their fate. The purpose of life. Destination. What they can do. How to use them?

2ХLiaison comes with every caravan. Do kobolds and gnomes. This is bug?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on July 21, 2014, 11:24:13 pm
Answers to what I think your questions are:

Kea and Badger men... Not sure what they do. Never bought them. They're probably just normal pets, but I don't think they fish like the gremlins do. I'm pretty sure you can war train them and they're probably better then most kobolds in unarmed combat.

If you're talking two kobold liasions per caravan, yes, that is a bug. If there's a gnomish caravan or liason, yes, that is a bug.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Giimer on July 22, 2014, 10:56:14 am
They need to drink. They die without water. They are weaker than ogres. They can not bear any armor as kobolds or as ogres.

Kobold fortress. Caravan Kobold leads two Liaison. Other caravans lead one.
Gnome fortress. Caravan gnomes leads two Liaison. Other caravans lead one.
I believe this is an bug and it needs fix
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Boodz on July 29, 2014, 08:37:28 am
My kobolds seem to be ignoring shells? None of the shell workshops allow for any reactions, yet I have fisheries filled to the brim with shells. Not sure if this is a bug or I am doing something horribly wrong.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on July 29, 2014, 11:23:45 am
Shells are weird.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on July 29, 2014, 01:56:40 pm
My kobolds seem to be ignoring shells? None of the shell workshops allow for any reactions, yet I have fisheries filled to the brim with shells. Not sure if this is a bug or I am doing something horribly wrong.

Are they crayfish shells? Those are too flimsy to make anything with. pond turtle shells work fine, among others.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Boodz on July 29, 2014, 02:31:46 pm
Ah yes they are Vonsch thanks. Any idea of how to dispose of them?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Superkroot on July 30, 2014, 10:37:53 pm
Is the booze burner bugged? Every time my kobolds go to use it, they seem to bring in tea or juice to it, do nothing for half a season, then suddenly the job item is destroyed and no fuel is made.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Modrean on July 31, 2014, 12:57:19 am
İ think there's 2 of same jobs in craftsbold shop. Craft candle(tallow) anda craft tallow candle. İ'm not sure are they the same reaction.

Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on July 31, 2014, 02:09:11 am
They both work fine. It IS pretty redundant though.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on August 02, 2014, 12:00:33 pm
Ah yes they are Vonsch thanks. Any idea of how to dispose of them?

Turn them to ash? I forget, do bolds have crematoriums? They are stockpiled as body parts and burn just fine.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on August 08, 2014, 12:09:27 pm
Ah yes they are Vonsch thanks. Any idea of how to dispose of them?

Turn them to ash? I forget, do bolds have crematoriums? They are stockpiled as body parts and burn just fine.

If they're body parts, then they might be able to be used to train diagnosis at the Surgical Theater/Apothecary/etc.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mr. Moow on August 09, 2014, 12:12:33 pm
So I have a major issue. It would appear as if "bone" is nowhere in my stones screen. My kobolds will do nothing to bone blocks except dump them if I tell them to. I can't get them to haul them anywhere and it won't let me make any kind of workshop, construction or furnace with them. Is there any fix for this or am I screwed?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on August 09, 2014, 12:19:27 pm
So I have a major issue. It would appear as if "bone" is nowhere in my stones screen. My kobolds will do nothing to bone blocks except dump them if I tell them to. I can't get them to haul them anywhere and it won't let me make any kind of workshop, construction or furnace with them. Is there any fix for this or am I screwed?
could you upload the save?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mr. Moow on August 09, 2014, 12:31:40 pm
Quote
could you upload the save?
http://dffd.wimbli.com/file.php?id=9330
EDIT: Oh and the place is a mess but I have some blocks by the boneyard. I tried dumping some and for some reason they dumped some in the water. I have no clue why.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mr. Moow on August 09, 2014, 04:37:27 pm
UPDATE: I tried making another camp, quickly set up a boneyard and lo and behold, they treated bone blocks the same way. No hauling, no building. I should note they treat bone studs ALMOST the same way, instead they will only use it to form studded leather, they won't haul it.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on August 09, 2014, 04:38:32 pm
But you can make constructions like walls from it?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mr. Moow on August 09, 2014, 04:48:35 pm
I can't make ANYTHING from bone blocks. Constructions, furnaces, workshop, I may be able to use it for furniture in the way wood blocks are (If I remember right, I usually only make blocks from stone and wood for constructing walls, or for the ashery (if that's the one that needs blocks, I'm a block newb)).
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on August 09, 2014, 05:51:53 pm
I can't make ANYTHING from bone blocks. Constructions, furnaces, workshop, I may be able to use it for furniture in the way wood blocks are (If I remember right, I usually only make blocks from stone and wood for constructing walls, or for the ashery (if that's the one that needs blocks, I'm a block newb)).

One POSSIBLE workaround, though possibly kind of gamey: instead of bone blocks, make a stack of bones into bonemeal at the critter kitchen (I think); in your stone menu, you can scroll down to bonemeal and press 'enter';, it can then be used a building material. You can even make 4 blocks out of the boulder at the masonry workshop; you now have bonemeal blocks which are functionally the same as the bone blocks made at the bone yard. If it's a starter fort, you can use them as non-flammable building material for furnaces, or walls, or whatever you want.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mr. Moow on August 09, 2014, 08:08:22 pm
I was actually considering doing that. It'll have to do, but I really a proper fix is found. Maybe I should just redownload, shouldn't I?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on August 09, 2014, 08:27:44 pm
a lot of buildings require blocks which are FIRE_BUILD_SAFE or MAGMA_BUILD_SAFE (generally for good reasons).  Bone is probably not fire safe.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Mr. Moow on August 09, 2014, 09:35:34 pm
Actually it is, at least in Kobold Camp.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on August 09, 2014, 09:51:01 pm
Are you sure?  i see that the kobold blockmaker makes stuff out of "INORGANIC:BONE", rather than a creature material bone.  But INORGANIC:BONE has ignite point and heat damage point both below 11000 urists.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on August 10, 2014, 01:52:03 am
I've never had a problem constructing buildings that required firesafe (vs. magmasafe) material from bone/bonemeal; however, I've never tested whether buildings/containers/etc. made from bone/bonemeal are actually firesafe.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on August 10, 2014, 06:49:28 am
As far as I know, constructions accept any blocks, regardless of material, thats why I am surprised that it doesnt work with bone blocks.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on August 10, 2014, 04:01:26 pm
I loaded your save. There are no issues with bone blocks at all.

(http://i.imgur.com/Wj7diLN.png)

You probably did change something on your end, on dfhack, workflow, construction helper, something like that.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: craft on August 12, 2014, 01:35:44 am
Hello. Just made an account to ask this:

My Kobolds have over 2000 fishes, and they were totally cool with eating it for the past... 5 years of game time (or maybe they had some secret stash of meat that I didn't know about). But now!!! They have suddenly decided that fish is no longer acceptable and had a few fatalities due to !!fun!! starvation. Before you tell me to slaughter jackrats... I will when I have more. I forgot to grab them at the embark and got a few from merchants not too long ago. So the question is. Do Kobolds actually eat fish? And if so, why did they stop eating it now? I have not changed anything. And they don't seem to want to cook it either. I've played this game for about 2 week now. So i could be missing something.

Tx in advance. :3
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on August 12, 2014, 02:51:46 am
A couple of questions, for clarification:

1) do you have a fishery? Not to sound insulting or anything, but just thought I'd ask; by my understanding kobolds/dwarves/etc. will eat prepared fish as they would a pies of meat, though raw fish (not run through a fishery) CAN be used as an ingredient in cooking.

2) do you have an appropriate stockpile set up, and is it set up to take barrels/pots?

3) are the fish fresh? If you loo(k) at them and they're rotten, dump them.

4) are the fish forbidden for any reason? Press d-b-c and if they're highlighted pink, then select them to claim them.

5) have you modified their orders to ignore fish?

Worst case scenario, I suppose you could take your militia and go out to kill some coyotes or something.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: craft on August 12, 2014, 12:03:35 pm
1) Yup I've got fishery and some legendary fish cleaning dog sitting there 20/7

2)Yup I've got Stockpiles, and yes they are set to take barrels. use to have some fish unbarreled, but now I got enough barrels for all the fish. Is that the problem? Are they too dumb to grab the fish from the barrels?!

3) Fresh fish, yes.

4) not forbiden.

5) Orders are not modified.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: alaxandir on August 12, 2014, 03:08:47 pm
There is something strange going on with the shovels.

Sometimes I have to make 3 or 4 before my miner kobolds will pick them up. They seem to dissapear.

I have all the correct labors assigned, and when i look at the inventory of the digger tent it says there are shovels there. But then they go away when i check it again later after noticing my miners are not mining.. where are the shovels going?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on August 12, 2014, 03:17:17 pm
Shovel decay whether or not they are used. At least that's how it's supposed to work.

And they aren't supposed to last long.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: alaxandir on August 12, 2014, 03:18:22 pm
Hmm okay, thats kind of annoying when the miners dont pick them up within like 20s then they're gone. Thanks for the help.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on August 12, 2014, 03:33:39 pm
The miners pick them up as soon as they start a mining job. If your miners are busy otherwise, or sleeping/drinking/eating, they wont. For obvious reasons.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: alaxandir on August 12, 2014, 03:43:16 pm
Yeah, I understand. Maybe it's just me but it seems like i have to wait for the miners to be idle and then quickly build a shovel and hope he dosen't get distracted in time to go pick it up. These things expire fast!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: craft on August 12, 2014, 05:11:47 pm
My single miner actually managed to dig out quite a networks of tunnels and luxurious rooms big holes for dog-like-things to live in. Right through stone he dig and all. I'd usually make a shovel for him now and again but I really can't remember when was the last time I've built a new one for him.

I've also had a game crush on me when goblins decided to siege me the last time, is there a way I could check what caused the crush?

And also about bone blocks. I haven't tried building anything with bone blocks in last release, but I'm sure that they were not fire safe before. There is a very lame way to get some fire safe material is by burning wood. I've built some stuff that requires fire safe material out of Ash/Charcoal.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on August 12, 2014, 05:57:12 pm
But you need fire safe material to build somewhere to burn wood. Just bring some clay at embark.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: greycat on August 12, 2014, 06:17:29 pm
The last time I played kobolds (5.something), this is how the shovels worked: the first one you make, a Miner will happily pick up and use.  If it decays while the Miner has it equipped, the Miner will stop digging, but there is still some internal DF variable set that makes the Miner think he's already got a shovel.

When you make the second one, the Miner won't pick it up, because he think he's still using the first one, because he never actually unequipped it.

To work around that, you can turn off the Mining labor.  Let the game run for a tick or so... and that should clear the Miner's notion that he has a shovel equipped as part of his secret Mining civilian uniform.  Now re-enable the Mining labor, and he should go pick up the new shovel.

I haven't tested this in version 6.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on August 12, 2014, 06:19:58 pm
The last time I played kobolds (5.something), this is how the shovels worked: the first one you make, a Miner will happily pick up and use.  If it decays while the Miner has it equipped, the Miner will stop digging, but there is still some internal DF variable set that makes the Miner think he's already got a shovel.

When you make the second one, the Miner won't pick it up, because he think he's still using the first one, because he never actually unequipped it.

To work around that, you can turn off the Mining labor.  Let the game run for a tick or so... and that should clear the Miner's notion that he has a shovel equipped as part of his secret Mining civilian uniform.  Now re-enable the Mining labor, and he should go pick up the new shovel.

I haven't tested this in version 6.
Now that... is something I did not know.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on August 12, 2014, 06:28:00 pm
I can confirm that behavior. Thought you knew, Meph.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: craft on August 12, 2014, 06:56:46 pm
If that is the case, than my miner is still using his first shovel (I only have 1 miner and I have never disabled the mining) which means he was using that same shovel for the past ~3 years.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: craft on August 13, 2014, 01:16:42 am
Hi! :3

Me again. So I loaded my back up save for Kobold camp and it went way past the crushing part, but now it crushes on load.

And btw I figured out my starvation problem. My population was too high, and not enough fisheries to process all the fish. Built 2 additional fisheries and everything is fine now fresh fish for all. Will download Masterwork again and try a new game i guess, see if it helps.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: craft on August 13, 2014, 11:44:37 am
Hi! :D

Again me again. This is not really a Kobold question but if I'm harassing this place already might as well ask. I have a question about GUI now.
If I change setting in GUI for world creation, like change the depth of caverns and max population size, and than I launch the game and go to advanced world creation screen, if I look through options they don't usually match the settings from GUI. Do GUI setting over right settings from the game?

Thanks again in advance! :3
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on August 13, 2014, 11:59:31 am
GUI thread
http://www.bay12forums.com/smf/index.php?topic=138958.0
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: craft on August 13, 2014, 12:08:47 pm
Thank you very much mister Orc!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on August 13, 2014, 12:19:18 pm
Thank you very much mister Orc!

np!  wish i could help directly but i have no idea about the launcher :)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on August 31, 2014, 01:59:32 pm
I can't remember, do Kobolds have any use for Souls of creatures in the current build? (6.x) I thought they did at one point, but was this a removed feature, or am I just remembering things wrong?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on August 31, 2014, 03:11:54 pm
No, they dont.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: LtGreeneyes on August 31, 2014, 10:20:10 pm
I'm sure this applies to more than one race, but I'm seeing it in the kobold workshops... What are armor sets?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on August 31, 2014, 11:41:51 pm
A full set of armour, head, hands, legs, boots, gloves.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Xaxares on September 03, 2014, 10:03:14 pm
Hello, everyone, first time posting here and for the glory of Kobolds no less.

I understand it kind of beats the purpose and style that was given to them but is there a way to alter or create items for them to dig into stone?
I know there's a wooden shovel and I've seen somewhere something about a bone one in the raws.

As an aside, the Badger and kea men/women, I noticed that in DF they are considered Civ members but I've never been able to assign any labors to them.
Not to mention that, in Therapist, they are still considered animals. Is there a way to make them do work?

Thanks.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on September 03, 2014, 10:48:23 pm
Badger and Kea men **MIGHT** be able to do fishing. Probably not though. I'm pretty sure they can be elected mayor[Or whatever equivalent kobolds have of a mayor.]. But no normal labours because they're not civ members. In the latest version, a breakable shovel can be made from 3 logs at the Dirt Digger[Upgraded from the large tent workshop]. There may also be a bone variant, but I'm not sure.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: LMeire on September 03, 2014, 10:52:18 pm
They might decide to start fishing, but other than that you can't get other creatures to work unless they share the same race as your civ.

Ninja'd
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Xaxares on September 04, 2014, 06:28:26 pm
Is that behavior modable though? or is it hard-coded?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on September 04, 2014, 06:31:17 pm
There IS sort of a way to make pet creatures do labours, but its one of those things full of holes because the game wasn't designed to handle it. Plus, to do that, you'd need to add the kea men caste to the kobold race. Which means that two kobolds could give birth to one. Which is a no-no and is why Meph has only made single race playable civs[Besides Warlocks, because they're sterile].
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Xaxares on September 04, 2014, 06:41:00 pm
Interesting to know, thanks.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: LtGreeneyes on September 10, 2014, 03:21:37 pm
A few days (weeks?) late, but thank you for the reply, Arcvasti!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on September 30, 2014, 01:14:06 pm
I was digging down, and I found myself a nice vein of lignite a few layers down, and I'm want for fuel. Trees are too precious few, and the peat reaction if not super efficient/fast enough to keep with order. I know it says kobolds can use Anthracite for making fuel at the smelter, but can they use lignite at some building?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: slay_mithos on September 30, 2014, 04:35:43 pm
I thought that all the "coal" minerals were hard coded in the vanilla smelter, did I get that wrong?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on September 30, 2014, 05:01:58 pm
I was digging down, and I found myself a nice vein of lignite a few layers down, and I'm want for fuel. Trees are too precious few, and the peat reaction if not super efficient/fast enough to keep with order. I know it says kobolds can use Anthracite for making fuel at the smelter, but can they use lignite at some building?

Lignite and Bituminous Coal should both work like in valnilla. I also find that wood stalk farming is super useful for kobolds, especially on maps with not enough trees. Since you can't smooth stalk wood and do all that sort of stuff with it I can usually use mostly stalk wood for fuel porpoises.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on October 02, 2014, 05:18:14 am
I was digging down, and I found myself a nice vein of lignite a few layers down, and I'm want for fuel. Trees are too precious few, and the peat reaction if not super efficient/fast enough to keep with order. I know it says kobolds can use Anthracite for making fuel at the smelter, but can they use lignite at some building?

Lignite and Bituminous Coal should both work like in valnilla. I also find that wood stalk farming is super useful for kobolds, especially on maps with not enough trees. Since you can't smooth stalk wood and do all that sort of stuff with it I can usually use mostly stalk wood for fuel porpoises.

I must be missing something then, cause I have at least 20 pieces of lignite just sitting beside my kobold Smelter, and I see zero reactions on the smelter  pertaining to the fuel type.  :-\

On that note though, I will try your idea with stalk wood, if you wouldn't mind explaining it a bit better to me how you go about making it into fuel.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 02, 2014, 09:57:53 am
Last I checked, there was a reaction in the smelter that turned one wood log into 3 coke. Never actually tried to use lignite or bituminous coal with kobolds, so maybe it DID get removed.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 11, 2014, 01:37:53 pm
As I was playing I noticed that I couldn't fire up my greenware jugs. I quickly edited the raws and fixed that but now the jug is unglazed earthenware jug and therefore I couldn't use it for storing liquids. I noticed also that there were no glazing reactions in the kiln for the bolds. I edited the entity file to permit the glazing reactions and had the glazing reactions added back but now I came across YET another problem. I couldn't make the glaze powders necessary for glazing. I had a quern set up and plenty of ash and a bunch of empty wooden jugs lying around but the "ash glaze powder" reaction in the quern is still red. I'm not sure if this problem have been stated before, tried searching around and couldn't find anything worthwhile other than that this problem also happens for the dwarves.

Edit:Until I can find some way to fix the glazing reactions I'll simply set earthenware to have absorption of zero.
2nd Edit: Readded the glaze_mat tag to cassiterite in inorganic_ore.txt and had it run in the quern reaction. Let's just say my bolds are certainly feeling the heat. !!!magma!!! for everyone.  :P
3rd Edit: So I made the quern reaction to specifically accept ash but the output is simply generic powder not glaze ash powder the reaction in the kiln requires.

P.S. I know the whole glazing thing isn't important as you have other options for storing liquids and better ways to increase wealth but simply knowing the reactions are in the raws yet they don't work makes my OCD flare up like a rocket.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: LMeire on October 12, 2014, 03:26:38 am
I don't know about glazing, but you can't fire greenware goods in masterwork on purpose, you have to dry them to "bone-dry" goods first. It's to keep clay-working from being over-powered since it's basically free stuff otherwise.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on October 12, 2014, 04:13:17 am
Yes the ceramics overhaul definitely borked up ceramics production for orcs and kobolds, and as far as i can tell, glazing for all races.  (i've tried reimplementing production for orcs with a new workshop, but I'm not sure i did it right)

I think there are no valid reagents for [REACTION:MAKE_GLAZE_ASH] because cassiterite in MDF now lacks the MATERIAL_REACTION_PRODUCT:GLAZE_MAT, and ash may have never had it, being hardcoded rather than using a reaction product in the vanilla reaction according to wiki.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on October 12, 2014, 04:47:05 am
I don't know about glazing, but you can't fire greenware goods in masterwork on purpose, you have to dry them to "bone-dry" goods first. It's to keep clay-working from being over-powered since it's basically free stuff otherwise.

Where/how do you dry them?, and if you know, which modes does it work in? 
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 12, 2014, 09:19:16 am
Other than glazing, pottery works fine in kobold camp. There is no drying needed for the bolds, just shape and fire it up and you're done. When you shape pottery for the bolds they give you greenware stuff, I think it's listed as tool_whatever_fake in one of the raws. You could try copy the pottery system over from the bolds to remove the drying part of the pottery making process although the drying reactions are supposed to be done automatically I think. Haven't played the dwarves or orcs lately so I wouldn't know.

Edit: After looking through the raws, Orcs make clay stuff from the goblin muckraker shanty building. It seems to have reactions to directly make clay items, it shapes AND fires them up in one quick and clean reaction, all you need is the clay/fire clay and fuel.
2nd Edit: Further inspection into the raws lead me to believe only the dwarves have the drying reactions or atleast their pottery stuff needs to be dried before firing them up.
3rd Edit: I think the standardization options is what causing the problem with glazing? Instead of making powders, you could edit the kiln to accept ash and etc directly and apply the glaze from there. Downside would be that it would use the entire material for the reaction. You would also have to add the glazes in inorganic_other.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on October 12, 2014, 12:26:14 pm
yes the Muckraker was what i referred to when i said "(i've tried reimplementing production for orcs with a new workshop, but I'm not sure i did it right)".  I'm pretty sure the material in the product is not right, the product will be neither "porcelain" nor "greenware porcelain" but instead raw "kaolinite".  It's not straightforward to have it go straight to porcelain.   If i have it go to greenware, I wouldn't know what the next step is since don't know how to dry it, which is why i asked above how that is supposed to work :)

i don't see the drying reactions for dwarf mode in raws, and haven't gotten around to exploring in game yet.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on October 12, 2014, 12:38:05 pm
I cut the drying, people didnt like it. It also lead to problems of 1 pottery starting the drying, then dwarves carried the item to another pottery, continued drying there, and because its AUTOMATIC, the reaction gets queued on all potteries at the same time, lots of job cancellations...

tl;dr: You shape an item, you fire an item. Done. No drying.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 12, 2014, 12:45:17 pm
So the bone-dry and leather-hard ceramics in inorganic_other is like leftover raws from when you removed the drying process or is it exclusive to dwarf only reactions?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on October 12, 2014, 01:12:51 pm
they are leftovers.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on October 12, 2014, 02:01:56 pm
thanks, all.  think i get it now.
can anyone confirm whether glazing works for kobolds in v6.x, or is that still an issue?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on October 12, 2014, 03:17:44 pm
Glazing doesnt exist in MDF. It wasnt used by anyone, although I made the mistake of not knowing about the liquid-storage thing in containers. I thought that stoneware/earthenware would be fine.

From my point of view unglazed items should be able to store food/liquids. Unrealistic maybe, but who would collect clay, shape it, make fuel, burn it, make more fuel, glaze it... if you can just use a boulder to make a rock pot.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 12, 2014, 05:26:35 pm
Well it gives my bolds more stuff to do :P but yeah it makes sense when you put it that way. Stoneware works like vanilla just fine but I happened to embark somewhere there is no fire clay. :(
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 14, 2014, 01:52:03 pm
So I noticed I can make glass pikes in the glassblower. However aren't pikes too big to be used by the kobolds? Maybe I'm missing something here. Just a minor detail, nothing big.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on October 14, 2014, 02:39:37 pm
Upright spear/spike traps ;)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 14, 2014, 02:48:38 pm
Actually here's another thing, the refurbish tent to glassblower reaction is missing entirely.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: thegamemaster1234 on October 14, 2014, 07:50:01 pm
I was playing my first fort with the bolds when my cart (that I had failed to disassemble; it was sitting next to water and didn't want to risk stuff falling in) spontaneously combusted and burned the map. Yeah, I was in a "Hot" biome, but I didn't realize it could be *THAT* hot... ???

Not to mention that the world had generated without giving the bolds access to jack rats, and I had started with the rat farmer setup, so I tried to make do with more pet war reptiles. I probably just didn't give the world enough history time, but I wanted to make sure I had access to all of the races.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 15, 2014, 06:57:16 am
I never heard of an embark wagon spontaneously combusting before.  :o And having no access to jack rats? Are you sure you enabled only kobolds and not dwarves as playable civs during world gen? I would suggest genning a new world using recommended settings or preset world gen templates like garden of Gaia or something.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 15, 2014, 09:27:55 am
No access to jack rats is possible, just like no access to dogs or plump helmets is possible in valnilla. For future reference, when random wagon explosions hapen, type "weather rain"[Or possibly "setweather rain""] into DFhack to put it out. DFhack command used to fix/avert disaster caused by bugs isn't really cheating. Random wagon explosions are a thing, so exercise wagon safety.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 15, 2014, 11:20:07 am
I tried adding the glassblower entries to dfhack_inorganic, kobold reactions and entity files but the glassblower option is still not available in the base tent's list of reactions. Can anyone help me out? Not good with dfhack.  :'(

Edit:Alright, genning a new world with the edited raws fixed the problem.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 20, 2014, 09:11:16 pm
Does slowpoke poison and the slow hex stack in order to make the enemy reallllllly slow?
also, the poison workshop needs plans raided from the deep drow in order to be created according to the manual. the deep drow don't exist anymore in the mod. who are the plans raided from now?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 20, 2014, 10:05:32 pm
Does slowpoke poison and the slow hex stack in order to make the enemy reallllllly slow?
also, the poison workshop needs plans raided from the deep drow in order to be created according to the manual. the deep drow don't exist anymore in the mod. who are the plans raided from now?

Probably. In 34.11 that probably equals HUGE combat advantage, so its probably a good idea to mix them.

No idea where you get the advanced poisons now. Maybe its in the Shroomshop from the normal drow?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 21, 2014, 07:21:20 pm
Other than cobaltpacked, are there any good kobold fort playthroughs (preferably ones that are finished) that I could take a read through to see how kobold forts go from beginning to end?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 21, 2014, 07:32:49 pm
No, not really. Cobaltpacked is the only one. Although there was a thread somewhere in the masterwork df board searching for interest for a kobold succession fort. Meph had a tutorial fort for an earlier version[Chancetips (http://www.bay12forums.com/smf/index.php?topic=123439.45)], which, while brief and out of date, is still somewhat relevant. There was also a kobold fort which involved vampires and dark rituals[Here (http://www.bay12forums.com/smf/index.php?topic=125214.0)] at some point, but that was a while ago and may or may not have been Masterwork. And someone tried to do some challenges with them[No digging or walls on a glacier, no building on land on a map filled with oceans.].
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 21, 2014, 07:41:18 pm
kobolds don't really have to build aboveground much right? I mean, other then walls to keep the baddies out, they can usually sprawl out in the first couple soil layers correct? I'm not a huge fan of above ground constructions (they're slow and irritating), but also want to give kobolds a try because they actually seem to be much more straightforward then all the other races.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 21, 2014, 07:58:28 pm
As of right now, shovels only last a few weeks and kobolds dig super slowly, so occupying the first few soil layers doesn't work nearly as well as it used to. In Cobaltpacked, I can dig so much because a bug in that version made well enough crafted shovels not decay like they should. Kobolds can make 4 planks from one log at their Sawmill building[Which you can build from wooden spikes] and 12 bricks[With clay and some processing.] from one log later in the game. And that's not even counting effectively unlimited blocks from bone/leather. I just give everyone carpentry/masoning to make things go faster. Plus their workshops are small and they don't require things like "individual bedrooms" or "non-water drinks", so you don't need to enclose a very large area, especially early on when you don't need any of the more late-game 5x5 workshops. Aboveground constructions are important for kobolds and are much more practical then underground ones most of the time, but they're a lot easier to build then they are in valnilla or for other MW races.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 21, 2014, 08:05:27 pm
so how much space do you estimate kobolds need above ground in the beginning, and how soon can one begin to effectively wall it off?
edit: also I assume kobold traders don't bring wagons, only pack animals?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 21, 2014, 08:55:36 pm
Kobold trader DO bring wagons. And around a 6X21 area is needed for the basic 3x3 workshops[Butcher, Tanner, Kitchen, Craftsbold, Leather Works and Kiln], advanced 3x5 workshops[Leather Trimmer, Wood Processor, Sawmill and Bone Chipper] and industry 5x5 workshops[Leather Upholstry and Boneyard]. Farm plots, food stockpiles/pastures and dormitories enlarge this, so lets say 10x21 total, until you can get food moved underground. 8+8+21+21= 28 planks[7 logs worth of planks] for a full enclosure of the starting area. Cobaltpacked uses 20x20, because I included metalsmithing, tailoring and more advanced workshops[18+18+20+20 = 76 planks = 19 logs worth]. So with ~20 logs for the workshops, that means 40 logs to make a fully functional above ground kobold fort and ~25 to make a more minimalistic model. I usually get that done by the end of the first spring, midsummer at latest. And then you only have to do minor additions, which are much less of a hassle.

Tips to get this done as quickly and efficiently as possible: Bring 20 jack rats of either gender and almost immediately start butchering all but one of the male rats for leather for tents and meat. I usually go with a woodcutter, a carpenter, a farmer, a butcher/tanner, a cook, a leatherworker and a bone carver as my starting seven and enable carpentry on all of them at first to get the walls built quicker. Gathering clay boulders for building materials helps significantly.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 22, 2014, 08:40:16 am
Since the deep drow doesn't exist anymore, the poisoner lab is now listed in the greater tent list of workshops. You build it using 3 tanned skin (suede works), 1 log, 1 mortar, and 1 pestle. No workshop plans needed.

Edit:Actually after I watched them made the poisoner lab, I don't think the mortar and pestle is needed...just the standard 1 tanned leather/suede refitting cost.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 22, 2014, 10:11:52 am
On a side note, has anyone manage to plant bloomberries, indigo flowers, boreal tubers, taiga pears, and winter bloodberries? They don't show up in my farm plot's list of plantable crops. :(
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on October 22, 2014, 10:47:32 am
>> boreal tubers, taiga pears, and winter bloodberries?

only grow in taiga, tundra, and possibly glacier(? ... perhaps not in practice not since there's no soil?), in fall and winter
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 22, 2014, 01:06:15 pm
Kobold trader DO bring wagons....*snip*
In cobaltpacked, I notice you don't embark on a cave. How important is this to actually advance, considering kobolds never ever gain the ability to dig stone (which is sad, it should be like one of the highest tier workshops)

edit: Also, what's a good standard embark look like? other then boatloads of jackrabbits
edit: I mean jackrats
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 22, 2014, 01:17:30 pm
Kobold trader DO bring wagons....*snip*
In cobaltpacked, I notice you don't embark on a cave. How important is this to actually advance, considering kobolds never ever gain the ability to dig stone (which is sad, it should be like one of the highest tier workshops)

edit: Also, what's a good standard embark look like? other then boatloads of jackrabbits
edit: I mean jackrats
Kobolds CAN dig through stone although slowly and with a 99% exp penalty, the manuals are a bit dated. Eh other than having a crapload of the little rodents, you could embark with some pond turtles. 1 for 2 points, 2 of them makes a shellplate, and you need 5 of these for a full set of iron grade armor. Basically you can outfit your starting 7 with full irongrade armor for only 140 points. A bit gamey I think but its up to you. Bringing along 4-9 seeds of each type would be nice (minus the biome specific ones). The woodstalk bulb stalks you would need a ton of, its your lifeline to wood access once you deforested the map and until you can reliably use magma. I am still a noob though so don't quote me on this.

Edit:If you embarked somewhere there is peat, you could gather the peat indefinitely (they are an infinite resource) using clay ovens and using the screw press to compress the peat into compact peat at a ratio of 5 to 1. You could then convert the compact peat into 2-4 coke with a 50% chance of producing 1 bar of ash. This is essentially an unlimited fuel source but its rather labor intensive and time consuming. I personally would just burn logs for the coke.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 22, 2014, 05:14:03 pm
The thing with shellplate is that its super heavy, which makes it inferior to lamellar in my experience. Definitely easier to make early on though. Definitely bring seeds. Rope Reed, Wood Stalk, Blade Weed and Fisher Berries are my usual choice of crops. Kobold bulb is pretty important too. Dimple Cups are really important late game[NO_EMOTION blue warpaint is super good] Anvils are a pain to make yourself as kobolds, so bringing one might not be a bad idea. I also usually bring well parts with me so I can get it set up quickly. Kobolds could TECHNICALLY dig stone now, but WHY? With how slow kobold diggers go and how quickly shovels break, its not worth it. You can do everything that you would normally do with stone with leather or bone or clay or the Thieves Tunnel. Generally sticking to soil layers works best. Embarking on a cave is thematically appropriate and makes getting to caverns really easy, but its pretty dangerous. I would definitely recommend bringing a bloodsteel machete and some pond turtles for that embark. Also, the new kobold workshops all build out of generic tent or worktop buildings using DFhack. And I forgot to mention the Woodcarver, which lets you make mechanisms and querns and stuff out of wood. Its also important early on.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 23, 2014, 03:52:18 pm
Yep, I played through a game of kobolds doing what you suggested. I t was pretty fun, but I found myself stalling. after I got the camp all set up and the walls done, I just...couldn't really figure out what to do next. How to better fortify myself. Furthermore, I found myself not getting many migrants. at all. I think the kobold civ died shortly after I embarked.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 23, 2014, 07:35:27 pm
If the civ died out then rely on your breeder warren for new blood. 1 unit of meat for spawning the newborn and 1 year for it to reach adulthood. After that use the thieves' tunnel and steal the heck out of the other civs in order to try to induce some sieges for some !fun! (and end-game workshop plans) You could cheese it using cage traps and trap spiders but eh..that would make things a bit too easy.

P.S. If the kobold civ really died out then you would stop getting caravans too wouldn't you? Not too sure about this, perhaps the caravans come from dfhack.  :-\
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: CyberSpyder on October 24, 2014, 12:18:47 pm
Huh.  A contingent of elves showed up about a year into my first game with these guys and basically slaughtered everyone.  Not sure how I'm supposed to approach defense for them.  Without being able to dig out a living space, I can't funnel invaders into traps, and similarly my access to metal to make decent weapons is extremely limited.  Pets, I guess?  Though I don't know if I could have had enough of them to make a difference by that point.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 24, 2014, 03:02:45 pm
Wars ogres are pretty badass. Training and equipping them works really well as a defense. Trap Spiders + Owl-signs with iron machetes can kill almost anything, positioned properly. And melting down the slings that hunters bring will keep you in minimal metal equipment. And funneling invaders into traps through above ground constructions works fine, albeit with substantially more work. Mithral and bloodsteel fully armoured foes are VERY tricky to deal with. Don't fuck with the drow. Or the elves. Dwarves make good targets because they usually show up with shoddy armour and weapons made of unsuitable metals and raiding them gives you useful metals. Plus, they're not THAT much bigger then you, which minimizes the size disadvantage. You can actually make some really good fortifications from smoothed wood planks alone. Slowpoke poisoned blowdarts help a ton. As do slow hexes. In 34.11, speed is ESSENTIAL. Kobolds are naturally fast, so slowing enemies can turn combat into a massacre.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 26, 2014, 12:12:45 pm
>trap spiders+owl-signs with iron machetes can kill almost anything, positioned properly
Could you give us examples of such positioning?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: slay_mithos on October 26, 2014, 12:32:31 pm
Secured towers, with safe vision of a wide field, with fortifications, just like your standard archer towers.

It's just that you might want to restrict the vision from/to this tower to the max range of your spiders, with walls, so that they can't get shot at from out of range.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 26, 2014, 12:56:59 pm
how far can spiders shoot webs and can they shoot them across z levels?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 26, 2014, 11:56:08 pm
My preferred positioning goes more like this:
--EE--
T|  |T
T|  |T
--   --
The T are trap spiders, the | are fortifications, the - are walls and the E represent the entrance to your fort proper where your militia resides. You should also maybe have TWO layers of fortifications, to ensure they can't be skilled easily by returnfire. For best results, place weapon traps in the corridor, although non-Air sign kobolds WILL get killed if they get webbed on top of them. Owl signs are the best melee fighters of the Air-signs, given their high combat learning rates. Kestrel or Bluebird would also technically work, in a pinch, but their signs are best put to use elsewhere.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 27, 2014, 09:44:40 am
Late but why choppers instead of pointy sticks? Better armor penetration and their drawback that they dont disable enemies as easy is nullified by the webs. Also if enemy is webbed all the shots should be headshots and spears are great at damaging the brain
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 27, 2014, 05:16:11 pm
Those would probably work better for this purpose. Machetes are just my go-to weapon because they're the most versatile. They can stab AND slash and the latter is more broadly useful most of the time. Pointy sticks would work better for this and they can be made out of cheap bone early on, in an emergency.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 27, 2014, 11:34:41 pm
Those would probably work better for this purpose. Machetes are just my go-to weapon because they're the most versatile. They can stab AND slash and the latter is more broadly useful most of the time. Pointy sticks would work better for this and they can be made out of cheap bone early on, in an emergency.
pointy sticks could also be made from clear glass which is iron grade. Clear glass and the inferior green glass are fairly easy to obtain early on.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 28, 2014, 07:06:15 am
not as easy as just making ironbone, I think. I mean, pearlash requires ash anyways to make potash,, then you turn that potash into pearlash, and then the pearlash and sand into clear glass. Alternatvely, make ash, take bones, make ironbone. easy as that.
edit: arcvasti, now that you know you can make slowpoke poison without stealing a workshop, does your initial plants you bring on embark change? do you bring say, kobold bulb over rope reed (Which I don't much see the point of, to be honest)?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 28, 2014, 07:51:49 am
Other than the wood oven and the firepit, is there a better and more efficient way of obtaining ash? The kobolds does not get the 3 ash for 1 log reaction like the dwarves do.  :(
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 28, 2014, 09:11:04 am
weird, I thought that the custom reactions to the smelter would affect all races since all races have access to the smelter (ince that;s hardcoded).
I don't think there's any more efficient way of obtaining ash. peat gives some ash sometimes when burned to coke, so if you're using it as fuel its a 2 for one deal. anyways.

are witches/witchers immune to their own shadow webs? what about regular webs? the manual states them to be ranged attackers but with slow hexed+slowpokepoisoned blade and their natural abilities to slow down or entangle enemies in webs I feel like they could be really killer in melee. How do they actually fair in melee? what about druids? druids are pretty easy to get up in a short amount of time, a lot faster then training owl signs to properly use pointy sticks. Would druids with maybe some supporting (but crappy) marksman with slowpoke poisoned blowdarts be able to wreck sieges?
trying to figure the best early defense possible that doesn't require dealing with the absolutely crappy militia screen and equipment screen and all that general, horrible, bugginess.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 28, 2014, 02:19:04 pm
I could always add in the reaction for the kobolds...but I am not sure if Meph intended for that or that was an oversight. Witchers/witches are indeed immune to their own webs, heck they're immune to all webs according to the raws they have the web immune tag. Druids are pretty decent when off cooldown with their steel grade aura but its hard to control when they should and shouldn't transform. Honestly I don't know what I am saying. Still a noob at this.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 28, 2014, 02:56:07 pm
Druids require relatively few resources and kick ass. Steel grade armour combined with being a fucking death bear = win. Witches/Witchers are web immune, so they'd also work, in lieu of Owl-signs. Plus you can make them out of any sign, instead of waiting for the right sign. Not sure how well they work in practice, because I honestly haven't tried. Firepit lets you make ash from vermin, which is my preferred method of obtaining it. Vermin are everywhere if you bring a shalswar or two and pasture it in your food stockpile.

Rope reed lets you get lamellar through string, which is important before you get a silk farm set up. Plus you can make it into wicker, just in case you need another ancillary source of stuff. Bringing kobold bulb at embark is, in retrospect, really important. Bitter root can also be made into useful poison, so taking some of that along could be beneficial. Kobolds don't need to steal poison blueprints in this version, they can just build it out of a large tent.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 28, 2014, 03:00:30 pm
So you'd suggest using druids supported by slowpoke poison in the beginning for defense, later replaced with witches/witchers with hexed and poinsed blades supported by trap spiders?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 28, 2014, 03:15:16 pm
So you'd suggest using druids supported by slowpoke poison in the beginning for defense, later replaced with witches/witchers with hexed and poinsed blades supported by trap spiders?

War ogres are pretty cool too, you might want to consider those as well. But yeah, mostly that. Metal bolas make really good ranged weapons late game, once you can spare the bars, so additionally that.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 28, 2014, 05:41:25 pm
ogres are expensive and hard to bring on embark, without sacrificing skills
kobolds are cheap.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 28, 2014, 06:01:59 pm
Yeah, usually I end up buying a breeding pair of ogres from one of the early caravans rather then bringing them on embark. Ogres have one thing kobolds lack: Size. Which makes a big difference. And they're more consistent then druids at being large, which helps a ton. Druids often waste their transforms on normal creatures. Ogres just stomp them and keep on being Ogres. War Armoured Ogres are really cool.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 28, 2014, 06:40:48 pm
Shellplate, scaleplate, chitinplate, bonerattle, and lamellar leather all have identical stats right? Shellplate being heavy, scaleplate fireproof, chitinplate lightweight, bonerattle fools undead, and lamellar being neutral? So for early defense bring some rope reed from embark and rush lamellar armor?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 28, 2014, 06:55:02 pm
From my experience, bonerattle isn't any better then normal bone, its only advantage being that it fools undead. Which means one bold with a bone spear could kill a whole siege of zombies. I outfitted my entire militia in the stuff because it was easy to make. The armour was useless against RUSTY IRON. Lamellar is also the easiest to consistently mass produce and doesn't require drakes/chitinous insects. Lamellar furniture is also really valuable, which could help appease nobles and the like
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 28, 2014, 07:47:38 pm
From my experience, bonerattle isn't any better then normal bone...
Really? I looked in the raws and the impact yield, impact fracture, Impact strain at yield, and etc of bonerattle are all identical to lamellar leather. Unless there is like some secret stuff going on outside of the raws...
bonerattle
Code: [Select]
[MATERIAL_TEMPLATE:BONERATTLE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:bonerattle]
[STATE_ADJ:ALL_SOLID:bonerattle]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:2]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:8900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[SYNDROME]
         [SYN_NAME:technology is awesome]
         [SYN_CONTACT] [SYN_INHALED]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
for lamellar
Code: [Select]
[MATERIAL_TEMPLATE:LEATHER_LAMELLAR]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:leather]
[STATE_ADJ:ALL_SOLID:leather]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:6]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:8900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:0]
[ABSORPTION:40]
[IMPLIES_ANIMAL_KILL]
[LEATHER]
[ITEMS_LEATHER]
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 28, 2014, 08:00:05 pm
Huh, that's interesting. Must just have been bad luck and poorly trained militia that time then. May consider incorporating at least a few bonerattle armed bolds into my forces at some point. I wonder if it can still be warpainted?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 28, 2014, 08:57:23 pm
Sadly bonerattle cannot be warpainted like its plate/lamellar counterparts. :(
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 29, 2014, 10:48:46 am
But for 10 bone (stacks) you can make a set of bonerattle armor, or 5 bone stacks+5 vermin remains. Not that unreasonable, and actually pretty cheap. How's bonerattle for weight?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 29, 2014, 08:42:23 pm
Probably not that heavy. Has the same stats as lamellar, from the raw dump earlier.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 30, 2014, 07:45:57 am
Wonderful, that means bonerattle is definitely the goto armor for an early militia, upgrading to warpainted lamellar later.

Does anyone know if different poisons and hexes can be stacked on the same weapon? Can I have a slow, pain hexed slowpoke, shadowleaf, and bitterroot poisoned blade?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 30, 2014, 12:20:39 pm
Yes they can. They all stack. So does warpainting/runes. Also, they don't come off when "clean all" is run, for the record.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vcordie on October 30, 2014, 12:50:26 pm
Nice. Witcher+runes+bloodsteel pointy stick/chopper+hexes+the poisons that cause slow and paralyze=gg no re for anyone.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on October 30, 2014, 11:21:25 pm
That's a little bit of an overkill don't you think? :o But yeah you pretty much described the penultimate kobold champion, avatar of death and koboldery. 8)

Edit: Kobolds don't have access to runes. Hexes+poisons for weapons/ammo and warpaint for leather type armors, plus tattoos from the stolen human workshop and songs from the paupers pub to augment your bolds' stats. No clue if you can get all of the bonuses or just one of the four effects the songs give to a single kobold.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on November 23, 2014, 05:34:40 pm
This is a pretty minor question, but one I thought I'd ask anyway: what use do kobolds have for honey? As far as I can see they can't brew mead, so honey (and royal jelly) can only be used as cooking ingredients, and the wax from honeycomb can be used for crafts and non-tallow candles?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on November 23, 2014, 07:14:04 pm
They really don't have any major use for honey. But there are lots of new critters you can farm in hives in MW and some of them are useful for dyes or for poisons.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on November 23, 2014, 09:50:17 pm
Awesome, thanks for getting back to me so quickly about this. You brought up toxins, and that made me wonder curious about how you might organize your ranged squads: I was being a bit ambitious and thinking about a squad of bolas (lizards), bows (kestrels), and blowguns (extraneous non-military signs). But then I think 'why blowguns,' considering that any piece of ammo can be coated with any toxin (right?); and then I think 'why bolas,' considering that the lizards can be shifted to machetes and the resources can be used to make more arrows (or whatever).
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on November 23, 2014, 10:12:20 pm
Actually, you can ONLY coat blowgun darts with most of the early poisons, like slowpoke and swamp fever. Arrows and bows require outside blueprints, which makes them suboptimal since blueprints are super rare and the race you steal them from is dangerous[Mithral + Ranged weapons + Ambushes = Very nasty.]. Bolas are really powerful, occasionally cutting off limbs[Although that may have been fixed?] if the material they're made of is good enough. They're like ranged scourges, basically.

RE: Military Birthsign allocation:

Usually using Kestrels or maybe Owls[Teacher and Student bonuses go a long way] only for ranged works best. On the other hand, Kestrels can be used for Stealth Masonry, which is really cool. I just thought of this, so feel free to point out any flaws. Kestrels, being Air-Sign, have stealth. So, once they've stealthed, enemies can no longer detect them, especially if they have high Ambusher skill, which can be obtained merely be having a stealthed kobold walk around like that for about a year. Since they're immune to being spotted[Except if someone with high Observer walks right next to them? More research needed,], they can literally perform tasks right under the noses of invaders. Except they spook, because they're just citizens. The solution to fear is crimson[Or whatever colour bloomberries are] warpaint, which gives [NO_FEAR]. An kobold with Masonry enabled, [NO_FEAR] from warpaint and stealth from being Air-Sign could, hypothetically, build things right in the middle of enemies with no/little danger of death or injury.

Awesome, thanks for getting back to me so quickly about this.

I may or may not spend most of my spare time watching this thread so I can give rants/advice/theories on kobolds. I may also take this too seriously.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on November 24, 2014, 12:14:29 am
Well hell, as long as you're reading this I'm going to take the opportunity to further pick your brain. I'm still pretty new to the Kobolds (largest fort was about 80) so I'm largely operating on theory, but here's how I divide up my more military-oriented castes. Bear with me here:

Vipers are easy, they're given large daggers and, if they live long enough, seem to turn into wrestlers (knife-using isn't a military skill, right?). What effect does their bite have? I have trouble figuring out the effects of syndromes from the raw files.

Lizards are also easy, since they get such a wide range of weapon bonuses. I usually start them out with pointy sticks, since they're so easy to start making with bone/glass. Although as we've seen earlier, I've also considered using them as Bola throwers, since they get Throwing as a bonus.

Owls I haven't quite decided on: ideally they survive long enough to be teachers for new recruits; though I tend to put them all into a single squad for the same reasons I saw earlier in this thread: they can take the lead on taking down stuff in webs. They don't get any weapon bonuses, but I generally give them choppers.

Badgers and Turtles generally are given clubs, since it's pretty important to have someone dealing blunt damage.

So now, Kestrels: I agree that their stealth bonus is useful in gathering, and I generally have at least one Kestrel-Woodworker to make use of their bowyer bonus (I try to make the rest Coyotes). I don't make them Thieves, though, since that's a destination for extraneous signs, along with Masonry. I mean, how many Rats/Eels does one REALLY need?

The real question here, then, is whether or not a blowgun squad could ALSO be used as such a destination, since most 'Bolds will start with as at least Adequate, and blowguns aren't really used for their damage. The Kestrels' Gunnery bonus could be overlooked so as to have a squad with Bows or Slings, where they make use of their Archery bonus. Do they get a bonus using Bola Throwers; that is, do Bolas rely on both Archery and Throwing?

As I said before I am still a Kobold newbie, and I haven't really figured out their end-game. Case in point: I don't know how to use Witch(ers) or Druids. In fact I just now started a new fort that has a Witcher in it, and I'm wondering if I should start training him in the military, with what weapon, etc.; Same with Druids; do Druids need to be in a squad to transform, how should they be trained/equipped, do they only transform when they make contact with the enemy/do they do that beforehand, etc.

Hmm... oh and while we're at it, is there really any difference between Crystal/Clear/Green glass for the purposes of making weapons? Besides the Material Value, their values in the Raws appear to the same.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on November 24, 2014, 12:37:55 am
The bite of the Viper-Sign just imposes mild debuffs, IIRC. It USED to inject magma into peoples veins, due to a bug, which was absolutely hilarious. All Earth-Sign castes are good for combat, especially Lizards with their high recuperation, a stat that you can't raise normally, even Badgers, which I noticed you neglected somewhat. I'm pretty sure all Earth-Signs eventually get [LIKES_FIGHTING] and other positive combat tags, so they're by far the best. Turtle-Signs are pretty good, since Shield-User is really important, but they lack the built in stats and tags of Earth-Signs and the WEBIMMUNE of Air-Signs. Still better then other non-combat Signs though.

The thing with large daggers, is that they're not very good weapons most of the time, even if Viper-Signs DO get bonuses to them. They can stab pretty well and slash decently, but they're flat out worse then machetes in versatility and don't penetrate as well as pointy sticks. But you DO get them from snatchers, so they're pretty abundant. It might be worth it to jump start your military if you get enough Viper-Signs.Clubs are pretty meh. With Dwarves, their war hammers are super good, because they have a lot of force against a fairly low contact area. Maces are less good, because they have less force against a slightly higher contact area. Whips are decently OP because they have VERY high force against a TINY contact area. Clubs are like Dwarven maces, but with less force, less weight[Because they're smaller then Dwarven weapons are] and about the same contact area.

As for Druids... They need basic armour and a shield, to protect against archer fire and incidental damage before they transform. It might be wise to put them in a Wrestler squad so they can learn Biting and such for their Bear form. Druids need to be in a squad because, while they WILL transform if they're a civilian, they usually won't attack them and can't be ordered to attack a specific target. Druids transform when they see an enemy and then turn back after a week. Then they can't transform and are permanently dizzy for another week. Male Witchers aren't QUITE useless, but Witches are much better. The sickness-causing ability of the Witcher is useful, but Witches are WEBIMMUNE and can shoot webs. It was established a page or two ago that a Witch with a pointy stick of iron grade or higher can butcher about anything as long as they don't get gunned down by other WEBIMMUNES or ranged attacks. Their web ability means that their targets will almost always be helpless and will thus receive only headshots. Pointy sticks are the best for that because they're piercing, which means they penetrate armour really well. I haven't yet had the opportunity to try this in practice yet, but you should be able to use a Witch to get OHK headshots nearly 100% of the time. The haste and bloodsteel spike spells for them are pretty cool, but the stealth is nearly useless. A major problem with ANY stealth, including that of the Air-Signs, is that they never LEAVE stealth and so are ungodly slow for a the first year and a half after they stealth for the first time until they reach legendary Ambusher. You can achieve the same OHK headshot effect with a hallway lined with trap spiders shooting webs through fortifications and Air-Signs[Preferably Owl-Sign, since they're the best melee combatants out of all the Air-Signs] with pointy sticks. Keep in mind that, if you have weapon traps in the web hallway, non Air-Sign or Witch[Not Witcher] kobolds that step on the webs will fall down and take the entire weapon trap to the head. Possibly multiple times. You can turn any Sign into a Druid or Witch and this is in fact an excellent way to use up those unemployed Eel-Sign peasants my forts are always overflowing with.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on November 25, 2014, 01:55:26 am
Okay great, I'll try to keep all of this in mind moving forward. I have three questions:

1) What do you actually do with your Viper Signs? Do you train them in non-Knife weapons, or do you train them without any weapons, as wrestlers, to take full advantage of their bite?

2) As I understand it you train your Druids together as wrestlers; do you group your Witche(r)s in a separate squad, make individual members of different squads as Witche(r)s, or how?

3) You've established that Bolas and Blowguns are important, and that Bows might not be worth the opportunity cost; do you ever use Slings?

Thanks again for your advice. I haven't fought anything bigger than goblins as Kobolds; it was a Pyrrhic victory (at best) which is why I'm asking so much.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on November 25, 2014, 05:47:59 am
1. Just have them as normal kobolds. The bite is a minor addition, just like the others.

2. Druids turn to bears, so it doesnt matter what weapons they have, they'd drop them. Witchers and Witches just get an extra attack. It would be best to group your witches (which can throw webs) with web-immune castes.

3. Blowguns are awesome because of poison. Bolas do the most damage. Bows have the highest shot force/velocity, they should shoot faster. Slings dont do that much damage.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on November 26, 2014, 07:50:19 pm
Awesome, thanks again for your responses. I died to some dragon raptors (yay!) and, on my next embark, I now have a Druid. I realize this is spectacularly statistically improbale, so I'm going to go with your suggestions and see what I like.

Once again, though, I'd like to ask: are there any differences in the weapon value between different glass types? From what I understand from the Raws they all have a higher MAXEDGE (I think that's it?) than steel; I'm wondering if, then, that makes a green glass pointy stick 'better' than a steel one, or is there more to it than that.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: NeoxDark on November 28, 2014, 01:17:48 am
The green glass is supposed to be 20% worse than iron, clear glass being iron grade, and finally crystal glass being 20% worse than steel. I don't know if this is the case, haven't look at the raws in a while but it said so in the manual. In the last couple of pages a few people pointed out that making glass weapons isn't really worth the trouble, better off going with the far easier to obtain ironbone.

For iron and clear glass:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Here are some more raw dumps for comparison purposes:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
I used rusty steel for comparison because it is (supposedly) 20% worse than steel...oh dear...8000 edge. All the glass material seems to have identical stats compared to its metal counterparts other than the edge stat which is higher for some reason. Glass weapons supposedly break easily and will not last very long and the weapons you can make is limited to pikes, pointy sticks, and large daggers so it is not versatile as actual metals/metal-like materials like ironbone.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on November 30, 2014, 07:07:04 pm
Weapons dont break, nor do armor. Its safe to use glass.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Gamerlord on December 01, 2014, 02:29:58 am
Do you know what would be useful? Four - six stacked lists of materials, from top to bottom, best to worse, in the categories of Edged, Blunt, Spear and Armour. Maybe split armour into armour vs edged, blunt, spear as well. Otherwise we have to search the raws just to figure out if it's worth it to make wolfram armour or just use mithril. Also, to know just how good Bloody X of Armok really is (as far as I can tell in game it's really not that good).
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on December 01, 2014, 07:10:41 am
Do you know what would be useful? Four - six stacked lists of materials, from top to bottom, best to worse, in the categories of Edged, Blunt, Spear and Armour. Maybe split armour into armour vs edged, blunt, spear as well. Otherwise we have to search the raws just to figure out if it's worth it to make wolfram armour or just use mithril. Also, to know just how good Bloody X of Armok really is (as far as I can tell in game it's really not that good).

This wiki page exists.  On phone can't link

With data anyway.  Lists aren't quite that simple.  Eg important secondarys like weight and yield at fracture make it hard to say there's just one list for armor
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on December 04, 2014, 07:55:24 am
Does bonemeal have any non-flux uses? I know that it's listed as an economic stone and can be 'activated', but I'm wondering if I'm being a bit gamey in doing that (especially as kobolds).
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: LMeire on December 04, 2014, 04:41:52 pm
I once made an entire dwarf-fort* out of ground-up dead vermin, I guess it's only an exploit if you have no other way of getting stone as it's incredibly time-ineffecient compared to making bone blocks out of jackrats or just digging up some dolomite.

*Walls, houses, furniture, stone-block armor, etc.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on December 04, 2014, 06:40:00 pm
I get a bunch of bonemeal as a by-product of my (witch) doctors practicing surgery or whatever, and I'm not sure what to do with it all except for squish it or sell it...
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: LMeire on December 05, 2014, 09:58:18 am
If you turn it noneconomic, bonemeal is basically just another stone usable by any workshop that consumes stone boulders- like the vanilla mason shop. I'd consider it okay for the kobolds, since they're fairly small so a pile of crushed bone is a lot bigger to them than it is to orcs, dwarves and humans- you can consider it to be an alternate form of pottery or something.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on December 10, 2014, 07:38:05 pm

I'll use it as a cheap material to train up jewelry skills, and I suppose it would be a bit kobold-y to cover things in small bits of organic matter. Since bonemeal is more of a powder than a stone, I suppose the 'cutting' labor could involve the kobold mixing it with his/her urine as an artistic statement; they're part dog, right?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Vitellozzo on December 17, 2014, 01:21:19 pm
I just registered into the forums just to congratulate to you for your work.

I have a question: did you pur out of the mod the scrapwood? Since I'm playing a kobold fort (and I love it!) but the woods surrounding me are going to totally end in a matter of time, and I could need more more more wood just to make simple things like bedroom sets, walls (and fortifications) and coal, which seems to be never enough for my fort in those last years.

That and another thing: it seems that my stray jack rats are gone into a total sterile being: I used to butcher lot's of newborns, but nowadays my kobolds haven't saw a ratburger for years. It's a game matter? Pets have a total set number of births?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on December 17, 2014, 09:57:10 pm
Wood stalk is very helpful for getting sustainable wood and I usually use bone or leather for furniture and blocks anyways. Not so sure about the jack rats, I've never encountered anything like that.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Vitellozzo on December 18, 2014, 05:08:33 am
Wood stalk is very helpful for getting sustainable wood and I usually use bone or leather for furniture and blocks anyways. Not so sure about the jack rats, I've never encountered anything like that.
My seed stockpile is pretty empty, I didn't embarked with any plant since the carnivorous state of my little friends and those fast breeding jack rats.
And now I'm in a middle of a human siege, surrended, protected by just my walls and cage traps, without wood, juice, jack rat meat and jack rat bone/leather. And some of my militia bolds are missing limbs, since the last siege where I couldn't pay for the wood for the sweat lodge.
At least I have fish and two gremlings (which I have from the very beginning of the fort, a male and a female, but they seems to not like each other, no little gremlings for me), but bones are starting to finish too...

And by the way, my other pets (keas, badgers and giant jack rats) can make their offspring just fine, closed in their nice earth holes. Jack rats, instead, stay disciplined and sterile (I have tons of females which used to make lots of baby rats and two or three males... which seems to have lost joy of the act).
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on December 18, 2014, 02:28:52 pm
If you're already locked down, just steal wood from centaurs/elves/whoever has it on repeat. More sieges can only hurt your FPS, not your bolds. Its usually at this point that I start deconstructing wooden workshops and replacing them with things made of more common materials.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on December 18, 2014, 11:33:44 pm
What about the Booze Burner? That should help your wood supply, assuming you use wood for fuel.

I have a two quick (inter-related) questions: if a kobold is wearing a cloak with dye on it, will he/she receive the bonus? Alternatively, if that's the case, if a Kobold is wearing a cloak and an armor that both have the same dye bonuses, do they stack in any way? I'm wondering if it would be alright to shift my Kobolds from wearing lamellar leather (body) armor to metal plated hides, but I know that their comparative advantage is the warpaint and I don't want to dilute that in any way.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Vitellozzo on December 19, 2014, 04:12:42 am
If you're already locked down, just steal wood from centaurs/elves/whoever has it on repeat. More sieges can only hurt your FPS, not your bolds. Its usually at this point that I start deconstructing wooden workshops and replacing them with things made of more common materials.
Man, you're right! But I didn't make even a candle for now (I cannot find where they do those, and my OCD doesn't let me to use just the job manager). But this idea is very good (after the siege I should also replace wooden walls with wooden plank walls).
What about the Booze Burner? That should help your wood supply, assuming you use wood for fuel.

I have a two quick (inter-related) questions: if a kobold is wearing a cloak with dye on it, will he/she receive the bonus? Alternatively, if that's the case, if a Kobold is wearing a cloak and an armor that both have the same dye bonuses, do they stack in any way? I'm wondering if it would be alright to shift my Kobolds from wearing lamellar leather (body) armor to metal plated hides, but I know that their comparative advantage is the warpaint and I don't want to dilute that in any way.
Man, you're right too! Booze for fuel, I really forget that!
Dunno about the paints, since I didn't reach that point in my fort.

I also have another question: I think I have successfully armed my troll pet with a log (since he does his aoe slam attack), but it seems I cannot armor him with my complete sets. I don't know if my bolds just use parts of sets in rattlebone I've made, or for some bugs I cannot equip the troll.
Anyone has encountered a problem like this?
Ps: it's not a pasture problem, since I've read on the manual that the troll must stay on the bed and on the square adiacent it, it's in the workshop: the "equip troll with log" is green, while the armor ones are red choises.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Vitellozzo on December 23, 2014, 11:06:40 am
Double post, since my last one was for another topic of this thread, and it's 5 days old.

I think kobolds should have a way to make sets of clothing even from leather, since the main game let you make cloth or leather shirts, so should work for the "set" task: it is very useful if you have cloth, but for instance my fortress didn't have any and I had to type every kind of item of the set "leather kilt" "leather necklace" "leather ankle band".
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sver on December 23, 2014, 12:39:24 pm
My question may sound kinda...um, cheesy, but what is the difference between "Craft candle(%material name%)" and "Craft %material name% candle"? I guess its not a kobold-specific thing, but since I've played only as them, asking here.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on December 23, 2014, 12:44:59 pm
My question may sound kinda...um, cheesy, but what is the difference between "Craft candle(%material name%)" and "Craft %material name% candle"? I guess its not a kobold-specific thing, but since I've played only as them, asking here.
They are literally the same.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sver on December 23, 2014, 04:24:10 pm
Thanks. I've got two more questions, actually. What is the purpose of bone studs? And is it possible to assign a room for animal man (my bolds elected honey badger man as their sublime ruler, and he seems pretty serious about this job)?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on December 23, 2014, 04:30:51 pm
Bone studs can be added to hardened leather to create studded leather, which is a better armor material. And no, you cant assign rooms to pets, but he doesnt tantrum anyway. Pet-mayors are quite awesome, you can even ignore all their mandates.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: starburst98 on December 24, 2014, 01:37:35 pm
i have been wondering though, about cobalt, kobolds first got their name from it. the myth that cobalt was cursed by the kobolds and that was why it was so dangerous to work with.

maybe not in a metal working sense but could have it like sand, like they can take scrapings from exposed cobalt for ritual purposes or something. i just feel they should have some connection to it. this is hard though because you would need to find out on embark rather then digging for it.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on December 24, 2014, 06:57:00 pm
Interesting idea, but the same holds true for Goblins:
Quote
[German Kobalt, from Middle High German kobolt, variant of kobold, goblin (from silver miners' belief that cobalt had been placed by goblins who had stolen the silver); see kobold.]

I saw this when I was doing kobold mode, but I decided to keep it for Goblins, since Kobolds at the time couldnt mine at all. Maybe I can add a little nod to it to Kobolds mode, now that they can in fact mine. :)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on December 27, 2014, 11:02:29 pm
Bone studs can be added to hardened leather to create studded leather, which is a better armor material. And no, you cant assign rooms to pets, but he doesnt tantrum anyway. Pet-mayors are quite awesome, you can even ignore all their mandates.

Beyond that, thread can be added to studded leather to create lamellar, which is on par with iron (studded is on par with bronze). All leather except for Bonerattle can be painted.

Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on December 28, 2014, 12:09:49 am
Lamellar leather is also pretty valuable by kobold standards[Equivalent to billon in valnilla, after some RAW trawling]. A masterwork armour set of the stuff is about ~20000 dorfbucks. Use it in the Leather Upholstery to make furniture for your nobles. Its still less expensive then iron though[Equivalent to silver], while having basically the exact same properties as far as armour goes[Probably copy & pasted, judging by the exactness of the similarity.]. Plus it can be warpainted and requires only trap spiders and jack rats to make. Lamellar leather is best kobold armour material, besides maybe mithral[Little tiny kobolds in iron/steel suits get exhausted fast].


Also:

On my RAW trawling, I noticed that the "Make trap components/mechanisms from clockwork" has [PRESERVE_REAGENT] on it, meaning that the clockwork part can be used for infinite mechanisms or trap components. I remembered this from a far earlier version and was unsure if it was intentional. However, since I remember not being able to find the Tinkerer workshop in my Cobaltpacked game, I looked through the RAWs some more. What I found:

1: The reactions are listed in reaction_kobold and can be found with the in-game manager screen.
2: The reactions are found in the tinkerer workshop.
3: The entity_savage_kobold permits the clockwork reactions.
4: The entity_savage_kobolds DOES NOT permit the tinkerer workshop.

Which of the above list are bugs and was/is it intentional that the clockwork parts be reuseable forever?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on December 28, 2014, 01:01:27 pm
Lamellar leather is also pretty valuable by kobold standards[Equivalent to billon in valnilla, after some RAW trawling]. A masterwork armour set of the stuff is about ~20000 dorfbucks. Use it in the Leather Upholstery to make furniture for your nobles. Its still less expensive then iron though[Equivalent to silver], while having basically the exact same properties as far as armour goes[Probably copy & pasted, judging by the exactness of the similarity.]. Plus it can be warpainted and requires only trap spiders and jack rats to make. Lamellar leather is best kobold armour material, besides maybe mithral[Little tiny kobolds in iron/steel suits get exhausted fast].

I've noticed that Rigid Chitin/Scale are both less dense than Lamellar, all other things being (apparently) equal from the raws. Does that make them any better for Armor?

But of course Lamellar is much easier to assemble, and a higher material value makes it better for fortress wealth.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on December 28, 2014, 01:52:15 pm
It only means that they are lighter.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on December 28, 2014, 03:55:56 pm
I think it's worth keeping in mind, then: lamellar is as as heavy as iron (Solid/Liquid: 7850/6980), with rigid scale at 900/900 and rigid chitin at 500/500. That could affect a kobold without a high Armor-user skill level, correct?

Anyway, I didn't want to derail attention away from Arcvasti's question re: clockwork parts, that seems much more important.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sver on December 29, 2014, 09:45:53 am
I have some questions about thieving system:
1) Manual reads that kobolds can die performing thievery. However, it never happened to me over a long term (already thinking about bulding several of these free-loot workshops). Should it actually happen or not?
2) Does hunting (thieving) skill have any effects on this job?
3) Can you steal from civilization that doesn't exist? (will there be any loot?)
4) Can you initiate more than one siege at a time?
5) And combining 3 and 4, can you initiate a siege of race that doesn't exist?


Aand just a little funny thing, which can be considered a bug: Elves have "Apostle of Armok" profession.

UPD:
And yes, one more thing. Does Glassblower workshop still exist?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on December 29, 2014, 11:12:22 am
I have some questions about thieving system:
1) Manual reads that kobolds can die performing thievery. However, it never happened to me over a long term (already thinking about bulding several of these free-loot workshops). Should it actually happen or not?
2) Does hunting (thieving) skill have any effects on this job?
3) Can you steal from civilization that doesn't exist? (will there be any loot?)
4) Can you initiate more than one siege at a time?
5) And combining 3 and 4, can you initiate a siege of race that doesn't exist?


Aand just a little funny thing, which can be considered a bug: Elves have "Apostle of Armok" profession.

UPD:
And yes, one more thing. Does Glassblower workshop still exist?
1. I removed it because the result was too unrelyable.
2. Yes, it happens faster and the items recovered might have a higher quality.
3. Yes.
4. Yes. Oh, Yes. (I remember 500 units in ambushes alone after spamming the reactions a bit)
5. No.

Glassblower should still exist, most likely in the large tent. Should be able to be converted to glassblower.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sver on December 29, 2014, 12:42:23 pm
Well, if "large tent" = "Greater Tent", then no, there's no Glassblower.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on December 29, 2014, 12:55:06 pm
This was mentioned a few pages ago. I'll edit in the link in a few seconds.

EDIT: Here you go (http://www.bay12forums.com/smf/index.php?topic=138896.msg5735066;topicseen#msg5735066)

Glassblower is missing from kobold_entity or something like that. Although that may have been fixed in the latest release?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sver on December 29, 2014, 01:02:13 pm
Also, it seems that wooden shovels dig through stone quite nicely :-\
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on December 29, 2014, 01:03:11 pm
Also, it seems that wooden shovels dig through stone quite nicely :-\

Intended. They should break after a few weeks though, which, combined with the fact that kobolds are shit miners[1% learn rate for the skill], makes it pretty balanced.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sver on December 29, 2014, 02:13:49 pm
I see.

And one more question again. How (and where) do I milk psychoactive toad?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on December 29, 2014, 03:11:13 pm
I see.

And one more question again. How (and where) do I milk psychoactive toad?

At the farmers workshop, like any other animal. Although toad-shots are broken ATM, if I remember correctly[MAY have been fixed, but probably not. I'll have to check the RAWs to see if my partial fix got implemented.]. Because of the way the syndromes are applied, on reload, weird stuff goes down. There was a challenge fort on a glacier a while back that was supposed to ONLY use toad-shots and that went downhill fast because of that bug.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on December 30, 2014, 12:21:12 pm
They are fixed. I seperated the syndrome into 27 individual syndromes.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on December 31, 2014, 12:50:19 pm
I've read the earlier post re: bolas using hammer not the whip skill, but what does ranged:hammer:whip mean in the Raws? Following from this, were lizards meant to receive a bonus to bola use, but in fact do not?

Also, do you think it's better to use leather armor vs. plated hides? I know that hides receive a deflection bonus, and can be made from metal; but they don't have the same coverage as leather armor. Kobolds suffer without mails shirts :'(
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on December 31, 2014, 12:52:24 pm
ranged:hammer:whip

"hammer" skill used for the attack, ammo of type "whip"
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dukea42 on December 31, 2014, 01:50:36 pm
A little OOC and maybe mentioned before, but Netflix has the PBS Nature special on Honey Badgers and you can see why in real life they are so bold that Kobolds find them as fitting pets.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on December 31, 2014, 02:03:14 pm
ranged:hammer:whip

"hammer" skill used for the attack, ammo of type "whip"
Also, if you check the actual kobold raws, you find this:

Code: [Select]
[PROFESSION_NAME:HAMMERMAN:bola throwers:bola throwers] => hammer
Hammer skill is renamed to "bola throwers". There are no hammer weapons that are small enough for kobolds to use, so that skill was free. I use it for the bolas exclusively.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on December 31, 2014, 03:24:59 pm
Ah yeah, I see it's all the same the same with slingers, except for using the PIKE skill instead of HAMMER, and using Slings instead of Whips. That makes sense...

... I suppose I have another follow-up, though: with the bonus to Throwing, were the Lizards meant to have a bonus to the Bold-Bola use? I ask because the bold-bola is included in the item_weapon_throwing alongside hammer slings and the like. If that is indeed the original intention, would it make sense for Lizards to receive a bonus to the Hammer skill?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on January 02, 2015, 03:59:44 pm
Throwing weapons dont necessarily use throwing skill :P
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on January 02, 2015, 11:53:26 pm
Yeah, I can see that from the raws; thanks for responding, as always.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on January 03, 2015, 06:03:54 pm
Bug report: Stealing from a race will sometimes give you a plan of that race to build their special building made of leather. The problem is that the Thunder Coil will destroy the plan because its not fire safe. I propose making the [INSERT_RACENAME_HERE] plans ironbone instead of leather, to avoid that.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: CaptainKobold on January 04, 2015, 09:29:50 pm
I'm thinking I may put up a Community Camp for Masterwork kobolds tomorrow.  Do you folks think I should post it in the Masterwork section or the Community Threads?

My instincts say Community Threads.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on January 04, 2015, 09:32:10 pm
I'm thinking I may put up a Community Camp for Masterwork kobolds tomorrow.  Do you folks think I should post it in the Masterwork section or the Community Threads?

My instincts say Community Threads.

Yeah, Community Threads are where you put them. Used to be there were tons of Masterwork forts in the board proper, but Meph booted them all out at around the same time the the three threads per race were merged into one thread per race.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: CaptainKobold on January 04, 2015, 09:41:40 pm
Fantastic!  Thanks, Arcvasti!  I put a pre-reg thing over there (http://www.bay12forums.com/smf/index.php?topic=147242.0).
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on January 05, 2015, 12:29:05 pm
Its mostly because people that already play Masterwork go to this forum. But ALL people go to the Community fort section, which means you have a larger audience and player pool for community forts. ;)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: CaptainKobold on January 05, 2015, 12:51:08 pm
Aaaah, good point!

Possibly dumb question, can one make bone weapons?  Where would bone weapons be made if so?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on January 05, 2015, 12:56:43 pm
Yes, one of the tents can be outfitted to work with bones. :) Bone shovels too.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: CaptainKobold on January 05, 2015, 01:05:24 pm
Fantastic!  Thank you!

(Having a weird side issue, when I hit 'm' it's opening up Dwarf Preferences rather than Military.  Is this a just-me thing?)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on January 05, 2015, 01:57:42 pm
No, it's some kind of DFHack bugfeature.  Hit 'ALT' and then 'm' again and you should be ok.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on January 05, 2015, 10:00:12 pm
Probable bug?  no fix tested, just saw it in raws.

Quote
[REACTION:KOBOLD_CRATE_MEDICAL]
   [NAME:Open crate of medical supplies]
   [BUILDING:TRADER_WARREN:NONE]
   [REAGENT:A:150:BAR:NONE:CREATURE_MAT:MEDICAL_CRATE:SOAP][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:2:CLOTH:ITEM_ARMOR_SHIRT:CREATURE_MAT:ANIMAL:HAIR][PRODUCT_DIMENSION:10000]
   [PRODUCT:100:2:THREAD:ITEM_SHOES_SHOES:CREATURE_MAT:ANIMAL:HAIR][PRODUCT_DIMENSION:15000]
   [PRODUCT:100:2:CRUTCH:NO_SUBTYPE:PLANT_MAT:ROUGH:WOOD]
   [PRODUCT:100:2:SPLINT:NO_SUBTYPE:PLANT_MAT:ROUGH:WOOD]
   [PRODUCT:100:1:BAR:NONE:CREATURE_MAT:ANIMAL:SOAP][PRODUCT_DIMENSION:150]
      [AUTOMATIC]   

Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Vitellozzo on January 06, 2015, 06:53:03 am
Yes, one of the tents can be outfitted to work with bones. :) Bone shovels too.
How to? I've never saw that one! (aside from that bone tent which can make ironbone too... I just never saw bone weapons!)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on January 06, 2015, 07:56:11 am
Should be the same tent, allthough the shovels are made in the dirtdigger.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Vitellozzo on January 06, 2015, 09:00:56 am
Should be the same tent, allthough the shovels are made in the dirtdigger.
Never saw bone shovels, only wood ones.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on January 06, 2015, 03:56:16 pm
Then maybe I did indeed move it to the bone workshop. I'd have to look it up. ^^
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: CaptainKobold on January 06, 2015, 07:49:42 pm
Yes, one of the tents can be outfitted to work with bones. :) Bone shovels too.
How to? I've never saw that one! (aside from that bone tent which can make ironbone too... I just never saw bone weapons!)

I didn't see much in the way of bone weapons either actually.  Bone pointy sticks!  But someone suggested a glass-blower, so I /think/ I'm working on making some stuff in that kind of vein.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on January 16, 2015, 07:58:16 pm
Oh, duh, kobolds swim. I wonder how they were taking a shortcut... swimming under the wall in a pond it crosses.

This opens up new ideas for entrances...
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Vitellozzo on January 18, 2015, 07:58:12 pm
Yes, one of the tents can be outfitted to work with bones. :) Bone shovels too.
How to? I've never saw that one! (aside from that bone tent which can make ironbone too... I just never saw bone weapons!)

I didn't see much in the way of bone weapons either actually.  Bone pointy sticks!  But someone suggested a glass-blower, so I /think/ I'm working on making some stuff in that kind of vein.
The problem was: bone showels. Not bone weapons. Because yeah, they are cool but useless!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: MDFification on January 18, 2015, 08:34:22 pm
Oh, duh, kobolds swim. I wonder how they were taking a shortcut... swimming under the wall in a pond it crosses.

This opens up new ideas for entrances...

Unfortunately, even if creatures swim, they won't path through water they need to swim through unless knocked into it.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on January 19, 2015, 01:09:00 am
Oh, duh, kobolds swim. I wonder how they were taking a shortcut... swimming under the wall in a pond it crosses.

This opens up new ideas for entrances...

Unfortunately, even if creatures swim, they won't path through water they need to swim through unless knocked into it.

Yeah, I noted after it was evaporation dropping the water level to where they just wade. Hot summers in the savannah.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on January 23, 2015, 07:13:15 pm
I'm not sure if this was answered before, but are warpaint bonuses equally viable when placed on a piece of clothing (e.g. vest or cloak), as when placed on piece of armor (e.g. plated hide or leather armor)?

 
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on January 24, 2015, 01:14:08 am
I'm not sure if this was answered before, but are warpaint bonuses equally viable when placed on a piece of clothing (e.g. vest or cloak), as when placed on piece of armor (e.g. plated hide or leather armor)?

Yeah, its the presence of the warpaint coating that influences stuff, not the surface its applied to. They'll both work exactly the same.

Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Weirdsound on January 26, 2015, 10:02:41 pm
Hrmm... Minor Kobold Nitpick. My civ somehow gained access to the Orcish Winter Plants, but the option to plant them doesn't seem to exist at the farm plot. There are also no reactions for them at the juicer.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vjmdhzgr on January 26, 2015, 10:08:35 pm
The farm plot problem is a biome problem not a kobolds problem. The limited amount of juices could be considered a kobold problem.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on January 27, 2015, 05:02:30 am
If its not a Taiga, Tundra or Glacier, you cant plant them.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Weirdsound on January 27, 2015, 10:59:02 pm
If its not a Taiga, Tundra or Glacier, you cant plant them.

Still, I'm buying alot of the damn things from the caravans. Guess I can cook the seeds and hope the chef is smart enough to add meat. Would be nice to juice the pears at least. Or make tea the proper Kobold way from the mint.



Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on January 28, 2015, 03:43:04 pm
I wouldn't mind if the Kobolds had regular access to boreal plants, whether or not they are the same as the orcs. As herbalism-specialists it would make sense for them, and make zero-point embarks on freezing biomes a little bit more manageable.

I was in a similar situation once (dealing with seeds) and I decided micromanage my stockpiles to make a bunch of non-edible roasts for export. In retrospect, I should have simply smashed them  :P
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on January 29, 2015, 08:42:35 am
Kobolds? herbalism-specialists? Yes, they might be able to gather them, but they don't even eat plants. ^^
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Weirdsound on January 29, 2015, 12:55:36 pm
Kobolds? herbalism-specialists? Yes, they might be able to gather them, but they don't even eat plants. ^^

Tea, wicker, extra uses for dye, food for the booze burner, poison. Kobolds have uses for plants that other races do not.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on January 29, 2015, 10:00:46 pm
Kobolds? herbalism-specialists? Yes, they might be able to gather them, but they don't even eat plants. ^^

Tea, wicker, extra uses for dye, food for the booze burner, poison. Kobolds have uses for plants that other races do not.

^ This; sorry I should have clarified.

What I makes Kobolds challenging - beyond their small size - is that the player needs to juggle the needs of a wider variety of industries than, say, dwarves, to make them reach their full potential. Arguably, the Kobolds have an easier time maintaining a strong agricultural 'industry' than any of the other races. I view it as an important comparative advantage, even if they don't actually eat the plants; this is all the more important on difficult embarks/biomes, including boreal/arctic climates.



Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on January 30, 2015, 11:49:42 pm
Back playing kobolds and noticed the Fletcher's Shop produces mostly arrows without materials resulting in ghost arrows when shot. They pass right through the target producing no wounds.

The exception is the bone arrows. Below are wood arrows:

Spoiler (click to show/hide)

Combat report:

Spoiler (click to show/hide)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on January 31, 2015, 01:21:50 am
yep verified, it's a Get from reagent mis-match.  good catch!

Quote
[REACTION:MAKE_ARROWS_ONE_WOOD]
[NAME:Make sharp wood arrows(25)]
[BUILDING:FLETCHER:CUSTOM_W]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:25:AMMO:ITEM_AMMO_ARROWS_ONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BOWYER]
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on January 31, 2015, 09:16:06 am
Think there may be another in the Trapsetter. The totemhammers appear to work fine, but seeing more phantom trap hits with weapon traps using the thread lash things.

Don't have solid confidence in this one. See thread in the description, though not sure that's a material. Will try to channel some things into traps I can watch more closely.


Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on January 31, 2015, 02:03:04 pm
yep, same problem!  (although the leather whiplash should be fine)

Quote
[REACTION:KOBOLD_CREATE_SHRAPNEL_TRAP_10]
   [NAME:Create sharp thread whiplash]
   [BUILDING:TRAPSHOP:CUSTOM_ALT_H]
[REAGENT:A:15000:THREAD:NONE:NONE:NONE][NOT_WEB]
   [PRODUCT:100:1:TRAPCOMP:ITEM_WHIPLASH_SHARP:GET_MATERIAL_FROM_REAGENT:B:NONE]
   [SKILL:MECHANICS]

[REACTION:KOBOLD_CREATE_SHRAPNEL_TRAP_0]
   [NAME:Create knotted thread whiplash]
   [BUILDING:TRAPSHOP:CUSTOM_ALT_J]
[REAGENT:A:15000:THREAD:NONE:NONE:NONE][NOT_WEB]
   [PRODUCT:100:1:TRAPCOMP:ITEM_WHIPLASH_KNOTTED:GET_MATERIAL_FROM_REAGENT:B:NONE]
   [SKILL:MECHANICS]
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Rutee on January 31, 2015, 07:11:18 pm
I'm having a devil of a time getting my digger to dig.  The second the shovel shows any wear whatsoever it no longer counts.  I like the idea of the breakable shovels, but seeing my digger stand around with No Job and a stack of shovels in varying states of repair (Including one he just finished) is really vexing.  Any ideas how to get around it?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on January 31, 2015, 07:17:30 pm
From what I played and heard a while back, you need to disable the mining job on the bold first, then turn it back on. They seem to stay attached to their broken shovels, and until you do so, they will not pick up another.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Weirdsound on January 31, 2015, 07:54:37 pm
From what I played and heard a while back, you need to disable the mining job on the bold first, then turn it back on. They seem to stay attached to their broken shovels, and until you do so, they will not pick up another.

I've found that this works.

Might as well throw out a suggestion on that matter. Could we get a reaction at the dirt digger to call a script that disables and re-enables digging for all active diggers? Would save some time and tedium otherwise spent on the labors menu or Therapist.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on February 01, 2015, 06:54:24 pm
I think the slowpoke poison interaction is broken, because I have a barrel of kobold bulbs, a barrel of tallow, and a small stockpile absolutely full of barrels, but I still can't make poison. Wouldn't be that bad if the place I built my camp wasn't full of swamp trolls.

Edit: Turns out I sold all my kobold bulbs by accident, nvm.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on February 06, 2015, 01:52:35 pm
Okay, I still don't fully understand this with kobolds, but what is the difference between using a Clay Oven and a Clay Shaper?

Would Earthenware/Stoneware bricks be any better than Clay/Fireclay bricks? And for that matter, do the items in the Clay shaper need to be dried, or is there a reaction I'm missing?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on February 07, 2015, 12:59:05 am
The clay shaper is used on raw clay to turn it into items that can be fired at the clay oven. You can't use one workshop alone, you have to use both of them together.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: yovannyX on February 07, 2015, 06:16:33 pm
Hi there, been a while since i played kobold camp, decided to download the new masterworks version, and i have a question...

i just got my first migrant wave, and one of the migrants is a "honey badger woman child" which appear as a citizen listed as "tame", my question is....why did i got a honey badger citizen? is this a bug or a feature? and what use do they have?

Edit: nevermind, got distracted, it got killed
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on February 07, 2015, 08:08:00 pm
Hi there, been a while since i played kobold camp, decided to download the new masterworks version, and i have a question...

i just got my first migrant wave, and one of the migrants is a "honey badger woman child" which appear as a citizen listed as "tame", my question is....why did i got a honey badger citizen? is this a bug or a feature? and what use do they have?

Edit: nevermind, got distracted, it got killed

Feature, not too much use, they can fight a bit and keep watch for ambushers at the doors etc.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on February 09, 2015, 12:54:53 am
Animalpeople can also fish and never require food, water or rest. That means they will fish until they're legendary in it and have covered your entire camp in rotted fish. And then they will KEEP FISHING. Fisher gremlins do about the same thing, but I'm not sure they have [CAN_LEARN], so they might not get any better at it, no matter how many bodies of water they depopulate.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Weirdsound on February 09, 2015, 04:01:27 am
Animalpeople can also fish and never require food, water or rest. That means they will fish until they're legendary in it and have covered your entire camp in rotted fish. And then they will KEEP FISHING. Fisher gremlins do about the same thing, but I'm not sure they have [CAN_LEARN], so they might not get any better at it, no matter how many bodies of water they depopulate.

You can also butcher the Gremlins if they get annoying. Can't quite do that with animal dudes. I'm sure at some point, when Masterwork moves to the multiracial version of DF that toady is working on now, animal people and Ogres might very well work as full citizens though...
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on February 09, 2015, 08:35:06 am
Maybe... but not atm.

The animal men are more flavour than anything else. I always imagine a kobold camp to be chaotic, and some keas or badgers, which are revered by kobolds, might hang around.

PS: You can control where they fish by assigning fishing zones, and stop them by locking them into rooms, and I think pasturing works as well. Or ropes. ;)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on February 09, 2015, 08:58:06 am
New kobold camp ideas:
 - Creatures stay as they are, the dog-like brown-fur droopy-ears kobolds. Tiny, stupid, 15 years max age, fast breeding and tantrum-resistant. 12 animal-based castes.
 - Nobles stay as they are.
 - Weapons will be changed. They get a few less, but with clearer names. I try to use as many vanilla weapons as possible, blowguns, daggers, but will add some low-tech weapons for kobolds, like club (blunt mace) and pointy sticks (tiny spear).
 - Armors will be changed, same idea. Use more vanilla items, kobolds automatically make them in their size anyway. Chainmail, sandals, bucklers, caps, that's pretty much the basic setup.
 - Trapcomps same thing.
 - I'll remove their druids, but will keep a very rare magical caste. If you get them as a migrant, merry christmas! But you cant make them yourself.
 - Breeding will be done with the empregnate script, so you can replenish your numbers easily. Kids grow up in 1 year, so its reasonable to wait for your children to become adults.
 - Alcohol you can ignore (water is fine), but food must be meat.
 - Thievery wont work anymore (because I cant trigger ambushes/sieges anymore), so this feature might have to go. Same for the stolen buildings plans and most of the high tech workshops, which is not too bad, considering that the other races change too.
 - This means less custom workshops.
 - I'm on the fence about mining/digging. The current system leads to lots of micromanagement, but without mining you reach the end-game too quickly and it becomes boring. I can make it optional (GUI option, Kobolds: Pick: YES/NO) or just advice the player to embark on pre-existing structures, fortresses or caves to make it more interesting.
 - Kobolds will be harder to play in future.
 - Pets will stay pretty much the same, with big ogres as your first line of defense.
 - There will still be tattoos, poisons, totems, etc. I want them to feel very tribal, much more than orcs.
 - With the new multi-tile trees, it will be much easier to build a larger wooden fort on the surface.

Kobold mode would be one of the smaller play modes with not quite as many new workshops and features, because their surface-dwelling, tiny size, meat-depandancy, fast-breeding and short-lived existance is already plenty different from the other races. The difficulty will be their size and lack of good metals, weapons and armor.

I might add a no-aging potions in some form of alchemy/magic tent/hut, for people that want to save a specific kobolds (story-wise) from his early death of old age after 15 years.

I will either start with Kobolds or the Hermit next. Dwarf mode is almost done, but their higher-tech worshops require scripts that currently dont work with dfhack.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on February 09, 2015, 06:39:49 pm
I personally like the idea of the shovel things that Kobolds have right now, even if I've never actually seen them break like they're supposed to. Removing their access to shovels wouldn't be the best choice. Maybe keep the current shovel system, but have it so you have to make them out of metal instead of wood/bone? They'll still break and you'll only want to dig when you NEED something dug, especially with the huge skill penalties kobolds have to mining. Since big multi-tile trees are a thing, wood stalk and similar plants should be given shorter GROWDURS to make them at least SLIGHTLY more competitive. As for thieving... I agree no more stealing huge valuable stuff and blueprints, but I think Kobolds should still have a small thieving tunnel thing so they have a chance of stealing individual items for moods and such, with a small chance of the worker dying, based on how dangerous it is. Stealing a bar of copper would have a much larger chance of killing the worker then stealing some cloth would. As for making kobolds harder... Restrict their access to mechanisms[Remove the bone, wood and clay mechanism options]. The classic way to survive is to turtle, and raised bridges and traps stop nearly everything. If kobolds don't HAVE those options as readily available to them, they'll be more difficult and encourage alternative defensive measures[ZERG RUSH!!!!]. The other main thing is making jack rats less of a game-breaking source of infinite bone, meat and leather. Lowering their MAXAGE and their butchering returns ought to do it, I think. I very much like the idea of a no-aging potion/fruit, made at great cost from powdered gems and metals or somesuch. I would also like if kobolds retained the ability to use semi-advanced clay workshops. Everything I haven't mentioned sounds good to me.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Weirdsound on February 09, 2015, 10:47:45 pm
I personally like the idea of the shovel things that Kobolds have right now, even if I've never actually seen them break like they're supposed to.

The first time I played Kobolds, my shovels didn't break either. On my second, and subsequent attempts, it did. I think it might have something to do with temperature being off, cause turning temperature on is the only change I remember making between attempts.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on February 10, 2015, 02:22:54 am
Yes, it's the temperature. The mod shouldnt be played with it off.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Rutee on February 12, 2015, 07:47:34 pm
I don't hate sticking to dirt, but I omniloathe the current setup for digging.  1 wood isn't that big a cost, but Kobolds go dumb and have to be micro'd and I hate doing that.  I'd just do what I did when Kobold Camp was a thing and restrict myself.  Yeah, it might make the game easier to flagrantly ignore the game, but why bother starting a kobold camp if I wanted easy?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on February 15, 2015, 10:28:28 pm
Digging only dirt is not an option, because it would affect all races. I can either choose to have them dig everything or nothing.

Everything is too alike other races.
Nothing becomes boring soon and shuts out 3/4 of the games content (all caverns, plus magma and hfs)

It's a tough choice for me a mod designer. :/
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on February 22, 2015, 12:59:42 pm
What if the Kobolds weren't able to take full advantage of underground resources, namely metal, in the same ways that other races other can? This isn't to say that we should simply play the original Kobold camp, but perhaps Kobolds wouldn't be able to use metal to directly make weapons and armor, instead using them as trap components, ammo, paint/poison components, magic reagents, other things along those lines? Alternatively, whatever metal items the Kobolds could produce would only be marginally effective, for example having lowered Coverage %.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on February 23, 2015, 09:35:49 pm
Kobolds would automatically be able to smelt and forge things from ore/metal, because the game adds those by default. I cant disable that.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: LMeire on February 24, 2015, 11:46:16 pm
Is it possible to attach a syndrome to a solid material? 'Cause one way to keep kobold forts from using metal/gems too often would be to make them go crazy when they touch it. They're supposed to be obsessed with treasure anyway, just call it "greed" and warn players not to have too many "shinies" laying around to tempt the 'bolds. If it worked slowly then metals/gems would still be useful in places kobolds couldn't access- without making the game too easy by letting players arm their warbands with anything more valuable than copper- if that.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on February 25, 2015, 03:17:41 am
No, it would have to boil away first.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Zuzu Reish on February 25, 2015, 06:33:33 pm
What if the Kobolds could smelt and forge furniture and other items with metal through the vanilla buildings but they (and only they) would be unable to make metal armor and weapons? Or at least, metals beyond a certain point: the Kobolds could be imagined as a copper/bronze/iron age culture, which hasn't developed functioning blast furnace to make weapons-grade steel/iron/bronze/etc.

Or maybe they could be simply so damn weak that attempting to wield any weapon / armor - except for those made by adamantine - would be counter-productive. This could perhaps be commensurate with a diminished learning rate for Armor User.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on February 25, 2015, 08:42:15 pm
What if the Kobolds could smelt and forge furniture and other items with metal through the vanilla buildings but they (and only they) would be unable to make metal armor and weapons? Or at least, metals beyond a certain point: the Kobolds could be imagined as a copper/bronze/iron age culture, which hasn't developed functioning blast furnace to make weapons-grade steel/iron/bronze/etc.

Kobolds would automatically be able to smelt and forge things from ore/metal, because the game adds those by default. I cant disable that.

I much prefer restricting their access to metal, stone and anvils, personally. Kobolds already have a fair disadvantage because of their size and lower strength. Adding onto that would be silly. Plus, with the ore processing thing, they already have ridiculously low yields from ore. One tweak that I think would be an excellent way to make smithing harder is removing the 3 coke from one log smelter reaction. The firepit would still have its 9 coke from 6 logs reaction, but fuel would be a much greater problem, especially since kobolds need lots of wood already.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on March 24, 2015, 11:46:47 am
Ok, lets bring the relevant threads back to the first page... *bump

Kobolds in 40.x will be much harder to play, offering mostly animal materials do work with. I intend to make them aboveground only, no digging. At all. None.

The new multi-tile trees should make it easier to build wooden forts. Kobolds will be much harder to play, similar to the original Kobold Camp mod, mostly relying on animal materials, bones, leather, wood...
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on April 01, 2015, 12:00:36 am
Ok, I need more information on how the hell the Mist Generator works. I stole the plans, and I tried to build over water/floor over water, and it does not seem to want to activate.

Does it require gnome magicry or something?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on April 01, 2015, 07:21:13 am
It needs power, you need to connect it to gears/axles and a water or windwheel.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: RodriguesSting on April 06, 2015, 09:24:30 pm
How good kobolds are as hunters, with non-ranged, non poisoned weapon? Spears are still the most effective? And an prey killed with poison is good for eating?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: -Nihil- on April 08, 2015, 06:39:10 pm
I cant seem to generate a world with Kobolds. I have them set as the only Fort Civ in the Civilizations tab in the launcher. There are tons of civilizations in the world too, but its just elves and humans as the options that I have :/
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on April 10, 2015, 01:30:41 am
Um..So quiz time!

What do you do when your Kobold Camp reaches 220 population, and your river Fishing source dries up?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on April 10, 2015, 01:49:02 am
I cant seem to generate a world with Kobolds. I have them set as the only Fort Civ in the Civilizations tab in the launcher. There are tons of civilizations in the world too, but its just elves and humans as the options that I have :/

I'm just brainstorming, but is it possible they maybe they don't appear in the civ list because of skulking?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vjmdhzgr on April 10, 2015, 10:47:46 am
Um..So quiz time!

What do you do when your Kobold Camp reaches 220 population, and your river Fishing source dries up?
Start butchering jack rats like crazy?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Splint on April 10, 2015, 11:17:18 am
Um..So quiz time!

What do you do when your Kobold Camp reaches 220 population, and your river Fishing source dries up?
Start butchering jack rats like crazy?
Let natural selection take its course? Whoever gets meat first gets to live!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on April 10, 2015, 03:30:52 pm
Um..So quiz time!

What do you do when your Kobold Camp reaches 220 population, and your river Fishing source dries up?
Start butchering jack rats like crazy?
Let natural selection take its course? Whoever gets meat first gets to live!

These aren't that promising options.....

Coulda sworn Bolds had a fishing pond....Did that get patched out? Is there ANY way to keep a fort running at over 200 bolds?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on April 10, 2015, 03:37:49 pm
I have done it, and don't remember food being terribly difficult.  Hunting, ranching jack rats.  Am I wrong in remembering that you can cook meals as long as they contain a meat ingredient?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on April 10, 2015, 03:57:09 pm
I'm not sure how you are doing it, cause I'm running through food like mad here.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: -Nihil- on April 10, 2015, 06:08:18 pm
I cant seem to generate a world with Kobolds. I have them set as the only Fort Civ in the Civilizations tab in the launcher. There are tons of civilizations in the world too, but its just elves and humans as the options that I have :/

I'm just brainstorming, but is it possible they maybe they don't appear in the civ list because of skulking?

I turned off their skulking in the launcher but that didn't change anything when I generated a new world.

People are in fact using Kobolds in this new version though? Seems odd that it isnt working for me when I have not really changed anything.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: RodriguesSting on April 10, 2015, 09:09:33 pm
I also couldn't generate them on the map, and that also reflected on the embark screen, as I couldn't buy no implements or weapons.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on April 11, 2015, 03:10:30 am
The definetly work in the new version. I playtested them and there is a lets-play video of them, and a community fort... all with the 40.x version.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: -Nihil- on April 11, 2015, 03:57:26 pm
I will figure it out when I actually have time to play then. Always did want to try the Kobolds.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dimescion on April 23, 2015, 07:36:04 pm
My civilization has no choppers. Am I screwed?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Isngrim on May 02, 2015, 04:16:59 pm
I cant seem to generate a world with Kobolds. I have them set as the only Fort Civ in the Civilizations tab in the launcher. There are tons of civilizations in the world too, but its just elves and humans as the options that I have :/

I'm just brainstorming, but is it possible they maybe they don't appear in the civ list because of skulking?

I turned off their skulking in the launcher but that didn't change anything when I generated a new world.

People are in fact using Kobolds in this new version though? Seems odd that it isnt working for me when I have not really changed anything.
i Believe its because their default site is CAVE,which prevents them from showing up in the local civ screen,i had the same problem,so i switched [DEFAULT_SITE_TYPE:CAVE] to [DEFAULT_SITE_TYPE:CITY] and they showed up.

From the Entity token page on the wiki
Spoiler (click to show/hide)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: -Nihil- on May 03, 2015, 07:37:06 pm
i Believe its because their default site is CAVE,which prevents them from showing up in the local civ screen,i had the same problem,so i switched [DEFAULT_SITE_TYPE:CAVE] to [DEFAULT_SITE_TYPE:CITY] and they showed up.

From the Entity token page on the wiki
Spoiler (click to show/hide)

Thanks, this seems to have worked at first glance.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: -Nihil- on May 03, 2015, 09:24:33 pm
Does the hunting labor work for Kobolds? Therapist keeps saying that they are missing their weapon and they wont go hunting. They are holding blowguns though, with their quivers full of envenomed darts and everything.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: GreyPowerVan on May 04, 2015, 08:57:07 pm
How long do venoms stay on blowdarts? Forever?

My civilization has no choppers. Am I screwed?

bring a training axe.

Does the hunting labor work for Kobolds? Therapist keeps saying that they are missing their weapon and they wont go hunting. They are holding blowguns though, with their quivers full of envenomed darts and everything.

Yeah this is happening to me.  I just made him military and manually hunted.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Apani on June 20, 2015, 09:32:53 am
May I criticize the workshops? Designwise, I think they are too big and too sophisticated. And what is all that leather required for? To simulate hide tents?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on June 20, 2015, 02:20:47 pm
How long do venoms stay on blowdarts? Forever?

Yes, forever.

And what is all that leather required for? To simulate hide tents?

Yep, leather and wood is for canvas and tent poles respectively.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Apani on June 20, 2015, 04:18:41 pm
But they don't look like tents at all and they can't provide any shelter whatsoever... And even if they did, I still don't see why playing indians would be necessary.
Personally I think that it's DF in the first place that currently depicts workshops superficially: it'd be nice if you actually used tools and a table instead of just sitting in the centre of a collection of unspecified objects placed in a 3x3 area which we call "workshop". But that's another matter...
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: GreyMasker on June 22, 2015, 07:43:58 pm
I had a question about the shell crafter. My understanding is that you should be able to tan shells there which then makes them usable for armor but I don't see the option to tan the shells anywhere. I see an option to toughen them with tallow, but no tanning. Is that feature not in yet or am I just missing something? My Kobolds are up to their eyeballs in shells so it'd be nice to use some of them.

Wonderful mod by the way; I'm pretty new to DF in general but I'm having a ton of fun figuring out how to keep these little bastards alive.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: RodriguesSting on June 22, 2015, 10:15:42 pm
Is the Dirt Digger workshop still available for the reborn kobolds, or the gist is that they are entirely surface based now, unless I find a cave?

Also, I heard there are community fortress and LP's for them. Would someone kindly link me in?

Side question:How a fully geared kobold (shell armor, glass weaponry) would fare on melee against common animals?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: GreyMasker on June 22, 2015, 11:14:11 pm
Side question:How a fully geared kobold (shell armor, glass weaponry) would fare on melee against common animals?

I'm no expert but so far my little squad of three kobolds in leather and wielding bone weapons have done just fine killing off beasties like bears. Just they other day they tackled a Troll with no casualties or significant injuries, though I think I may have just gotten lucky.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: RodriguesSting on June 22, 2015, 11:23:59 pm
Interesting. Which weapons did you use? I suppose anything but the spear and hatchets would be useless, given their size, but I could be wrong.

I always use spears by default because I am used to orcs. Their spears do everything.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on June 23, 2015, 12:05:09 am
Yeah, kobold spears, especially made of good metal, are awesome for penetrating... well, anything. I'm rather partial to machetes because they turn things into a fine paste. Kobolds should be fine against most types of animals[Which are not fucking forest spiders] as long as they're decently trained and equipped.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: GreyMasker on June 23, 2015, 12:31:25 am
Two whipbolds and one machetebold. I need to draft another one so the machete guy has a training partner.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Lostsoul on June 25, 2015, 09:38:38 am
I just found why my shaman is depressed. He gets unhappy though everytime he visits refuse stockpile and sees a finger of dead troll.

Actually most of my kobolds seems to get unhappy thoughts when seeing some parts of dead animals. Is this feature or a bug?

Also it is surprising fun trying to repopulate nearly dead civilization. I got about 13 migrants after 3 years, and 27 babies and childs from breeding warren.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Neyvn on June 25, 2015, 02:06:09 pm
Slightly confused on which plants are used in the Wicker reaction...
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on June 25, 2015, 11:16:09 pm
are not the names of the plants in the reaction names?

Quote
Searching for: Bundle wicker (
reaction_kobold.txt(2376): [NAME:Bundle wicker (blade weed)]
reaction_kobold.txt(2385): [NAME:Bundle wicker (cave wheat)]
reaction_kobold.txt(2394): [NAME:Bundle wicker (longland grass)]
reaction_kobold.txt(2403): [NAME:Bundle wicker (quarry bush)]
reaction_kobold.txt(2412): [NAME:Bundle wicker (whip vine)]
reaction_orcfort.txt(6521): [NAME:Bundle wicker (blade weed)]
reaction_orcfort.txt(6530): [NAME:Bundle wicker (cave wheat)]
reaction_orcfort.txt(6539): [NAME:Bundle wicker (longland grass)]
reaction_orcfort.txt(6548): [NAME:Bundle wicker (whip vine)]
Found 9 occurrence(s) in 2 file(s)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Neyvn on June 26, 2015, 11:56:08 pm
are not the names of the plants in the reaction names?

Quote
Searching for: Bundle wicker (
reaction_kobold.txt(2376): [NAME:Bundle wicker (blade weed)]
reaction_kobold.txt(2385): [NAME:Bundle wicker (cave wheat)]
reaction_kobold.txt(2394): [NAME:Bundle wicker (longland grass)]
reaction_kobold.txt(2403): [NAME:Bundle wicker (quarry bush)]
reaction_kobold.txt(2412): [NAME:Bundle wicker (whip vine)]
reaction_orcfort.txt(6521): [NAME:Bundle wicker (blade weed)]
reaction_orcfort.txt(6530): [NAME:Bundle wicker (cave wheat)]
reaction_orcfort.txt(6539): [NAME:Bundle wicker (longland grass)]
reaction_orcfort.txt(6548): [NAME:Bundle wicker (whip vine)]
Found 9 occurrence(s) in 2 file(s)
I must have been doing something wrong then, it was only showing leaves as the reaction option.
That and all the new plants are not included...
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: smakemupagus on June 27, 2015, 01:10:11 am
Oh -- perhaps you're on Masterwork Reborn, in which case, Sorry i have no idea!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Neyvn on June 27, 2015, 09:29:54 am
Oh -- perhaps you're on Masterwork Reborn, in which case, Sorry i have no idea!
Opps forgot to mention that T_T
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 27, 2015, 10:35:53 am
It accepts ANY leaves. All plants that leave leaves are acceptable. But you need the farmworkshop => process plants to bags first.
Title: Child/Baby cap doesn't work - Too many children
Post by: pabrams on June 27, 2015, 10:37:25 am
I have the Child/Baby Cap set to 1:1 in the Masterwork UI, but my game has 58 adults, 21 children and 4 babies.

The tooltip says that the first 1 means that's an absolute cap on children and the second 1 is the percentage cap on children, but clearly that's not the case.

Is there any file I can edit or dfhack command I can enter to stop the children?  Can I kill them without making my adult dwarves tantrum? 
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on June 27, 2015, 12:02:50 pm
Adult dwarves? Are you sure you are in the right topic? This is the kobold thread.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Vitellozzo on July 05, 2015, 09:21:12 am
Can someone confirms shalwars to be fully breedable? I fear they lack some tags for the eggs to be hatcheable:
(http://oi57.tinypic.com/dov4vk.jpg)
They lack both the Fert. and the N.Fert. tags after the n° of eggs.

P.s: I forgot to mention I'm using the lattest Masterwork Reborn version, 40.24 v.006.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Vayaviya Vayu on July 16, 2015, 11:08:25 am
So eh, after being absent from the forums for quite some time I've finally come back to ask a question.

How do I stop fisher gremlins from spamming job cancelation announcements? They keep yelling that they can't store items (namely the fish they fish), and I believe them, but they will not shut up about it. It's just constant red text. What do?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: zach123b on July 16, 2015, 05:26:39 pm
they got no hands for barrels, just have a raw fish stockpile without barrels underneath of them where they fish so they can just drop it there
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vjmdhzgr on July 16, 2015, 05:30:52 pm
they got no hands for barrels, just have a raw fish stockpile without barrels underneath of them where they fish so they can just drop it there
Gremlins have hands. Anyway, I don't think there's anyway to stop th messages other than fixing the problem.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Splint on July 16, 2015, 05:50:21 pm
Probably not allowed to equip items is all. Vanilla gremlins lack the tag, and hauling seems to require that.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Spleenling on July 18, 2015, 11:44:56 pm
Do Kobolds eat Cheese?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: hemperor on July 28, 2015, 08:08:46 am
Smoke shisha??? why the Kobolds happens to be the potheads :o in this mod? some good reason or explanation?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 28, 2015, 09:15:38 am
Smoke shisha??? why the Kobolds happens to be the potheads :o in this mod? some good reason or explanation?
I'm not entirely sure how you made the connection from shisha to potheads. Shishas are almost exclusively used for tobacco in RL.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: hemperor on July 28, 2015, 10:05:52 am
Smoke shisha??? why the Kobolds happens to be the potheads :o in this mod? some good reason or explanation?
I'm not entirely sure how you made the connection from shisha to potheads. Shishas are almost exclusively used for tobacco in RL.

I don't know i mean , if you read smoke shisha, meditate and talk to your totem, marijuana is a lot more easily associated with mystical activities than tobacco, but probably you're right , taking the fact that shisha could mean the tobacco itself , not the waterpipe.. i mean you're right! obiously, you created it
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on October 28, 2015, 01:40:41 am
Question I have for any of you brave 'bolds to answer. Have any of you ever embarked with Kobolds on a frozen biome, and gotten proper usage out of the Frost Giants stolen Ice Sculpter workshop? Despite playing bolds for a while now, I'm still very much not confident I'd ever be able to let them survive in the frozen tundras. That said, WOULD you even be able to make a sustainable above ground fortress as kobolds, with their need for meat, and being unable to raise jackrats, fish or hunt much?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sver on October 29, 2015, 06:33:32 am
Why no jackrats?
Anyway, try out helmet snakes - they lay SO FRIGGIN' MUCH eggs at once, you'll never experience food shortage with them. And they also make great expendable defensive force.
Your only problem will be water - you'll either need to dig a well to caverns very fast (yes, with puny wooden shovels) or rely on booze for some time (thus making your bolds dizzy).
It's hard, but not impossible.
As I remember, there was even a glacier succession fort with kobolds, which failed only due to bugs.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on October 29, 2015, 08:53:42 pm
Question I have for any of you brave 'bolds to answer. Have any of you ever embarked with Kobolds on a frozen biome, and gotten proper usage out of the Frost Giants stolen Ice Sculpter workshop? Despite playing bolds for a while now, I'm still very much not confident I'd ever be able to let them survive in the frozen tundras. That said, WOULD you even be able to make a sustainable above ground fortress as kobolds, with their need for meat, and being unable to raise jackrats, fish or hunt much?

I did that a while back, before kobolds could dig rock. Wasn't really worth it. I'd have been able to subsist on plump helmet juice and jack rat meat for a while, but the Ice Sculptor wasn't that much better then just making stuff out of jack rat bone or leather. Was a nice colour though, I'll give it that. That fort eventually died to an attack of forest spiders in the first autumn and it wasn't interesting enough to try again.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sver on October 30, 2015, 12:12:45 am
Dang, how could I forget about teas and juices?
Oh, yeah. Reborn.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Raven3113 on November 09, 2015, 12:16:23 pm
I'm using reborn and having an issue creating a world with Kobolds present. I've erased all world files to be 100% sure, toggled on kobolds, but I'm still getting every race except 'bolds.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: kingu on November 11, 2015, 04:11:02 am
I removed hatchets at the prepare embark screen and then couldnt add them again. They were not listed anywhere. Also no weapons or ammo were available at all is this right?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: kingu on November 11, 2015, 02:41:32 pm
I have a couple more questions.

How do I stockpile bone blocks? Block/bar doesnt work
Are bone blowdarts suppose tu frakture camel bones? The do now :D
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: cam94509 on November 14, 2015, 05:10:53 pm
I'm playing the pre-reborn version; how do I build clay ovens? I have bone blocks, but I still can't build a clay oven because I don't have fireproof blocks? How do I build kilns?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sver on November 15, 2015, 09:24:03 am
If bone blocks don't work for whatever reason just use bonemeal (it's made in kitchen from vermin remains).
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Dozebôm Lolumzalìs on November 20, 2015, 10:24:38 pm
How do I make boldy weapons? Sling, bolas, pointy sticks?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Dozebôm Lolumzalìs on November 21, 2015, 09:36:52 pm
Never mind. So they do use the forge...
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Dozebôm Lolumzalìs on December 13, 2015, 12:57:15 pm
34.11 version:

Whenever I mill "any plant" or use "any plant" to make some poison, it produces just "powder" or "seeds." That's all. Not "thisplant powder," not "otherplant seeds." How can I fix this?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on June 19, 2016, 02:10:05 pm
What is the point of Bone weapons? they are diverse and all, but every form of the weapons seems mediocre. Glass weapons such as Daggers and Pointy Sticks are easier to acquire and can actually hurt animals. I have had times where squads of people with bone machetes would hack at a boar until they faint, but the second my first glass dagger is produced, that guy becomes a killing machine(against wild animals, no more bruising boars with a dull hatchet.) Are they supposed to be training weapons, because if so why can we not make glass axes or machetes, so we can have diversity to our military other than, spear group, knife group, and blowdart group.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Splint on June 19, 2016, 02:20:24 pm
Bone weapons are likely intended to be either early-on or stopgap weapons til you can make something better.

Being limited with the glass may be either an oversight or intentional, forcing you to salvage better weapons or to melt what you get to forge your own bold-sized ones - one can consider the glass dagger to be a crude piece of broken glass with a side fitted to a wooden and wrapped grip, while a pointy stick is a stick with the same bit of broke glass on the end. This of course being considered highly innovative to a simple tribal society that normally makes wood or bone weapons.

As such, you need "real" materials to make "real" weaponry, without which you must make due with broken glass, wood, and bones.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on June 19, 2016, 04:14:13 pm
Bone weapons are likely intended to be either early-on or stopgap weapons til you can make something better.

Being limited with the glass may be either an oversight or intentional, forcing you to salvage better weapons or to melt what you get to forge your own bold-sized ones - one can consider the glass dagger to be a crude piece of broken glass with a side fitted to a wooden and wrapped grip, while a pointy stick is a stick with the same bit of broke glass on the end. This of course being considered highly innovative to a simple tribal society that normally makes wood or bone weapons.

As such, you need "real" materials to make "real" weaponry, without which you must make due with broken glass, wood, and bones.
Honestly forgot that they could melt down weaponry, because I rarely get attacked by enemy civs, and usually lose to poor planning or a raid of pandamen thirsty for blood. Also demons whenever I settle in a dwarf ruin.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on June 23, 2016, 11:12:06 am
Where does Glass weaponry fit in on the material scale? My army seems to prefer glass daggers over the iron ones I get from killing visiting thieves, and I am wondering if glass daggers are sharper than iron.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on June 23, 2016, 11:59:01 am
Where does Glass weaponry fit in on the material scale? My army seems to prefer glass daggers over the iron ones I get from killing visiting thieves, and I am wondering if glass daggers are sharper than iron.

I can't say for sure. I know that in vanilla Glass has one of the best values concerning it's sharpness. However its almost useless past wooden or leather armors. Still, if you manage to find One chink in the armor of your enemy, I know at least glass sawblades en-mass will dismember anything short of a complete inorganic enemy.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 03, 2016, 03:25:11 pm
In case anyone wants a gander, I started up a Kobold Camp in version 1.08, and I'm going to attempt to flail through it with some semblance of competence.

http://www.bay12forums.com/smf/index.php?topic=159194.0

Bug encountered whilst playing this fort. Seems that Kobolds refuse to dig even with the Pick option active. I've had one kobolds with Mining active, that refuses to acknowldge that the steel pick that is laying by the wagon we came in on even exists, instead preferring to be jobless for the past two weeks.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 04, 2016, 03:36:14 pm
In case anyone wants a gander, I started up a Kobold Camp in version 1.08, and I'm going to attempt to flail through it with some semblance of competence.

http://www.bay12forums.com/smf/index.php?topic=159194.0

Bug encountered whilst playing this fort. Seems that Kobolds refuse to dig even with the Pick option active. I've had one kobolds with Mining active, that refuses to acknowldge that the steel pick that is laying by the wagon we came in on even exists, instead preferring to be jobless for the past two weeks.
They should. They have permitted_job:miner and a digger item. I'll do a quick test run.

Edit: After some initial confusion on my end... I got it.

Picks have [MINIMUM_SIZE:42500], kobolds simply cant pick the picks up. Pun intended. Thats why the old mod had shovels for kobolds.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 05, 2016, 10:41:43 am
 
In case anyone wants a gander, I started up a Kobold Camp in version 1.08, and I'm going to attempt to flail through it with some semblance of competence.

http://www.bay12forums.com/smf/index.php?topic=159194.0

Bug encountered whilst playing this fort. Seems that Kobolds refuse to dig even with the Pick option active. I've had one kobolds with Mining active, that refuses to acknowldge that the steel pick that is laying by the wagon we came in on even exists, instead preferring to be jobless for the past two weeks.
They should. They have permitted_job:miner and a digger item. I'll do a quick test run.

Edit: After some initial confusion on my end... I got it.

Picks have [MINIMUM_SIZE:42500], kobolds simply cant pick the picks up. Pun intended. Thats why the old mod had shovels for kobolds.

HAH! That's hilarious, cause the next post for my community fort, that was the excuse I had written up XD
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 05, 2016, 02:22:03 pm
if you want to fix it in your running fort, just change the [MINIMUM_SIZE:42500] to [MINIMUM_SIZE:4250] in item_weapon.txt.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 05, 2016, 09:41:04 pm
Alright, I might do that at some point. If I got a larger race join at one point, would I be able to get them to mine with the pick?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 06, 2016, 05:25:21 am
yes
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 06, 2016, 05:33:41 am
Yes, that should work.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 06, 2016, 02:30:37 pm
Oh, Meph, have you at all fixed that problem that has Kobolds never receiving any trading caravans? IIRC, they do not have a creature that can pull wagons active in their raws. There used to be the Giant Jack Rats, but those seem to have been removed by you at some point?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 06, 2016, 02:33:58 pm
Oh, Meph, have you at all fixed that problem that has Kobolds never receiving any trading caravans? IIRC, they do not have a creature that can pull wagons active in their raws. There used to be the Giant Jack Rats, but those seem to have been removed by you at some point?
Yes and no. Yes, they dont get caravans. No, I wont change that, that is intended. Its hard-mode after all. Caravans bring too much free stuff,
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 06, 2016, 02:39:25 pm
Ahh...Well, at least I still get other species Caravans
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 06, 2016, 02:44:06 pm
which ones, naga?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 06, 2016, 03:26:12 pm
Yeah, Naga, and maybe Frog Demons, since they seem to like swinging by my forts. Also I seemed to be actually friendly with the Elves when I embarked, no dotted red line beside their name when we embarked.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on July 07, 2016, 12:26:22 am
Yeah, Naga, and maybe Frog Demons, since they seem to like swinging by my forts. Also I seemed to be actually friendly with the Elves when I embarked, no dotted red line beside their name when we embarked.
It always says I should have Naga as friends, but I never get caravans, and my pubs are always full of Ferric Elves.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 09, 2016, 11:00:38 pm
Meph, any idea what the heck is causing the game to crash? I've a save here, as well as an error log. Game crashes about 5-15 minutes in.

https://www.dropbox.com/sh/fuh775fun9myuby/AAASd4LTdhJ6LusWDNnYzEQfa?dl=0
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 09, 2016, 11:25:40 pm
Nagas dont have scholars nor pack/pull animals, they dont bring anyone. Thats why you dont see them.

Chaosfiend: I downloaded and tried the safe. I let it run the entire winter, and part of the spring till a diplomat arrived. No crashes. Run flat at 300 FPS. Dfhack on. I can let it run even longer if you like, but when exactly are you getting a crash? Still in winter? (I assume so, because otherwise you would have an autosave for early spring, not early winter)

Here is the save for spring, maybe you want to continue playing with this one: https://www.dropbox.com/s/mghim2snzbrk2nu/kobolds%20community%20camp.rar?dl=0

Your error log was harmless, it was just about random-creatures that cant be gelded, and some pathfinding errors that happens when an item is lost and people have to find a new way.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 09, 2016, 11:31:54 pm
Nagas dont have scholars nor pack/pull animals, they dont bring anyone. Thats why you dont see them.

Chaosfiend: I downloaded and tried the safe. I let it run the entire winter, and part of the spring till a diplomat arrived. No crashes. Run flat at 300 FPS. Dfhack on. I can let it run even longer if you like, but when exactly are you getting a crash? Still in winter? (I assume so, because otherwise you would have an autosave for early spring, not early winter)

Here is the save for spring, maybe you want to continue playing with this one: https://www.dropbox.com/s/mghim2snzbrk2nu/kobolds%20community%20camp.rar?dl=0

Your error log was harmless, it was just about random-creatures that cant be gelded, and some pathfinding errors that happens when an item is lost and people have to find a new way.

Alright, thanks Meph. I'll try once more, but as you can see from the Error log, each of those Random Creature Geldings was a mid-winter crash for me. I've been using them as a counter of sorts, as I got just one every time I crashed.

The reason you see so much more between each Geld error is cause I was slowing time down to see what the problem might have been.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 09, 2016, 11:57:02 pm
Nagas dont have scholars nor pack/pull animals, they dont bring anyone. Thats why you dont see them.

Chaosfiend: I downloaded and tried the safe. I let it run the entire winter, and part of the spring till a diplomat arrived. No crashes. Run flat at 300 FPS. Dfhack on. I can let it run even longer if you like, but when exactly are you getting a crash? Still in winter? (I assume so, because otherwise you would have an autosave for early spring, not early winter)

Here is the save for spring, maybe you want to continue playing with this one: https://www.dropbox.com/s/mghim2snzbrk2nu/kobolds%20community%20camp.rar?dl=0

Your error log was harmless, it was just about random-creatures that cant be gelded, and some pathfinding errors that happens when an item is lost and people have to find a new way.

Alright, thanks Meph. I'll try once more, but as you can see from the Error log, each of those Random Creature Geldings was a mid-winter crash for me. I've been using them as a counter of sorts, as I got just one every time I crashed.

The reason you see so much more between each Geld error is cause I was slowing time down to see what the problem might have been.
No... you dont get them when the game crashes, you get that entry in the errorlog every time you load the save.

Quote
*** Error(s) found in the file "data/save/Kobolds Community Camp/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
This one. Its harmless, the creature is just lacking a geldable bodypart.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 11, 2016, 12:32:10 pm
I think one of the Clay shaper reactions is messed up slightly. 'Shape floodgate from clay' was accepting fireclay as a reagent, when fireclay should be used for the 'Shape floodgate from fireclay'
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 11, 2016, 03:05:20 pm
Any way to tell me why my frame rate is absolutely tanking? Meph, you saw how good the frame rate was before right? I'm dropping down to below 50FPS in the world now that Spring has rolled around. Any insight?

https://www.dropbox.com/s/94jmy20ktpvnyu9/Kobolds%20Community%20Camp%20-%20Backup.zip?dl=0
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 11, 2016, 03:55:51 pm
I tried, runs with 30-50 FPS. No flows that influence that, no massive army, no temperature, no dfhack... runs at the same speed without dfhack.

No idea, kobolds dont have any fancy interactions or anything that could spam around influencing FPS. I have to assume its something that happens in the world, not on your map (?)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 11, 2016, 04:21:07 pm
This is mind boggling, because its happened at least 4 times before in prior versions when I play kobolds. After one year of play or so, I get massive FPS hits, for no apparent reason.

The game was even running fine at about 250 when the ice had melted and the river was reflowing back into its proper course.....this is damned maddening!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Kahlish on July 12, 2016, 02:44:53 am
Have you tried going in Legends mode and look at events that happened in the same timeframe as your freezes ?

By the way, I've been playing a 3 year Kobold Camp, and my tavern is still empty. Can you get visitors as Kobolds ?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 12, 2016, 06:46:58 pm
The Camp sped back up after about 10 minutes waiting for some strange reason, but I came across some more bugs. The Kiln is not regisering the Greenware cages that I shaped in the shaper, for drying into Fireclay cages, despite being right beside eachother, and not within a stockpile. After a few minutes, it worked itself out.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 14, 2016, 06:00:57 pm
Please post suggestions for future kobold updates. Once I have enough, I can start working on a big update for them.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on July 14, 2016, 08:45:55 pm
Please post suggestions for future kobold updates.

/me cracks knuckles

- Now that we've got multiple species per civ, would it be possible to make Ogres actual civ members instead of pets?
- Some way of converting larger weapons into "makeshift" weapons that is more efficient then melting down bars, but does not retain quality level and are slower and more ungainly then normal weapons.
- Give Air Sign kobolds cat-level climbing skills instead of stealth, because of the massive speed decrease the latter entails.
- A kobold-exclusive alloy[Between iron and steel] created by melding cobaltite with 2-3 random other metal bars and a couple logs of wood.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 14, 2016, 09:36:50 pm
Old stuff from another thred just to put here as part of suggestions
Spoiler (click to show/hide)

Please post suggestions for future kobold updates.

/me cracks knuckles
- Some way of converting larger weapons into "makeshift" weapons that is more efficient then melting down bars, but does not retain quality level and are slower and more ungainly then normal weapons.

If you can manage it, perhaps give Kobolds some sort of Access to turn looted weapons into Terrible Weapons from LC's Terrible Weapons mod? They can make the weapon smaller, but it's in ways like, simply lopping a large spear in half to use as a small spear, leaving it unbalanced, or crudely lopping the top half of a sharp sword off to make a shorter machete like blade.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on July 15, 2016, 12:01:07 am
Old stuff from another thred just to put here as part of suggestions
Spoiler (click to show/hide)

I seem to recall that was at least technically in Kobold mode quite a few versions back. The Bombardier workshop was supposed to do that, although I could never get it to work.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Thuellai on July 15, 2016, 09:26:33 am
The manual claims kobolds can cook live vermin, but I've trapped a few and can't see any way to turn them into delicious kobold snacks.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 15, 2016, 02:14:52 pm
The manual claims kobolds can cook live vermin, but I've trapped a few and can't see any way to turn them into delicious kobold snacks.
As far as I remember I did make that reaction but had to discard it because of a DF bug. It does not properly recognize live vermin as reagents.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Rutee on July 17, 2016, 10:17:15 pm
I keep getting a "No Warren Master?  Curious..." message after one appointed himself.  Am I screwing something up?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on July 17, 2016, 10:20:23 pm
I keep getting a "No Warren Master?  Curious..." message after one appointed himself.  Am I screwing something up?

The Warren Master is the diplomat that comes with a caravan. Thing is, diplomats stay to enjoy your hospitality for longer in the new DF version instead of just dashing off after finishing the meeting. About a yearish, I think? Could be longer, I dunno. But kobold caravans come twice a year. The second time, the Warren Master can't come with them, because he's already at the fortress. So you get that message telling you that no diplomat came with this caravan.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 18, 2016, 03:22:43 am
Buildings that have the same Hotkey, in case it has not been addressed in Kobolds

B – Breeding Warrens & Poison Cookery
S – Soap Maker and Scale Cleaner
I – Juice Bar and Wood Splitting Block
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Thuellai on July 18, 2016, 01:26:02 pm
Probably worth considering a glitch - the booze-burner can make coke out of barreled water from the handpump.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: FantasticDorf on July 18, 2016, 02:23:13 pm
Please post suggestions for future kobold updates.

/me cracks knuckles
- Now that we've got multiple species per civ, would it be possible to make Ogres actual civ members instead of pets?

If you look at the 'slow learner minions' in the [USE_EVIL_CREATURES] tag, they are local, embark only creatures, and are generally best fitted for that purpose, they appear on the livestock but can't be tagged as pets. A 'minion' would probably best suit the role of a ogre as it would a troll (and with some mounting scripting, you could encourage kobolds to saddle up on the backs of ogres because they are livestock). Minions because they belong to you can also be used in reactions for gathering materials off them ([YARN] etc.) like livestock.

Getting a ogre in without a [USE_EVIL_CREATURES] tag could be as easy as buying a renamed slave tool item ("ogre minion") if 'minions' are given their own tool then spawned via create-unit, different tools for specific creatures. Making them civ members doesn't help verify them very much (given that slow learners are limited by design and it clogs up civilian count), and making them pets is redundant and often ethically wrong because of butchering (also given that the proceeds are bugged and wont be eaten/used). Besides holding noble positions or doing crafts, a 'minion' local creature can do anything a civ-member can do.

So yeah. Totally get some ogre tool = create a unit in there as a suggestion for some cheap, slow moving but strong labor and fleshing out the military.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Kahlish on July 19, 2016, 02:56:12 am
So after playing 1.10 for a while, I like the changes so far.
Caravans come a bit too often to my taste once a year is largely enough, especially if you get other races caravans (white tigermen in my case).

Also, I like how you can assign labors to Ogres (and thus, imo, breaking the Kobold game since they can wield picks) but I think a more fitting role for them would be military. I see them as protectors, not slaves. But you can't assign them to squads.
Do you think it'd be doable to make the game consider they are mercenaries instead of residents ?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 20, 2016, 12:22:11 am
The Tea and Juice Reactions seem to be kinda wierd....They are asking for Two barrels for each reaction, and sometimes they seem to pull random plants into the reaction, and Cancel the reaction. I queued up several juices and teas, but each time the reaction canceled cause I was 'MIssing Food Storage', even though I have had at least 10 unused barrels sitting for about a month in my Furniture storage.

EDIT: I ran into another problem. I'm having a problem where my Kobolds are consistently getting the 'Item Inaccessible' message for something they are trying to stockpile, and it got so bad it dipped my FPS to 1. Any idea how to troubleshoot this?

EDIT2: Yet something else bizzare. I cannot Milk creatures. I set the Farmers workshop RIGHT beside the animals in question that need milking, and he brings a bucket over to the Farmers Workshop, before it says "Cancels Milk Animal: No Creature" Same with trying to shear the Leatherwing bats I caught and trained. I'm utterly stumped as to what the hell is wrong. There are no Burrows, no forbidden doors....I got nothing. I have a Helmet Snake, and a Charity Dire Spider, and I'm not able to Milk venom from either of them. I can Milk milk from the Relimi Boar Sow.

Save:
https://www.dropbox.com/s/2yawnoy2aq60scm/region1.zip?dl=0
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: GreenBeast on July 21, 2016, 04:46:49 pm
First thing, I love how the mod is going and the kobold update. But how do i work with cobalt and bonemold? I keep seeing weapons and amour made with it but i have not figured out how to make my own.

*edit* thanks for the quick reply. time to make so new amour.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 21, 2016, 04:50:48 pm
First thing, I love how the mod is going and the kobold update. But how do i work with cobalt and bonemold? I keep seeing weapons and amour made with it but i have not figured out how to make my own.
Bonemold = New furnace called "Bonemolder". Takes ash and bones and fuel, makes bonemold bars.

Cobalt: Mine cobalite, only available IF you play with shovels/mining. Cobalite is even mine-able if you play with the soil-digging option, but you need to embark on a cave and hope to find some exposed cobaltite veins in the caverns. Its rare, as it should be. Its mostly so that you can bring some prized weapons at embark.

Or I might give them some mumbo-jumbo reaction to make cobalite from something... who knows.

chaosfiend: Noted. Helmet snake should be milkable, maybe you did not wait long enough? It still says "bucket" btw, not "venom bucket" like it does with "milk bucket". Did you check if the bucket contains venom?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on July 21, 2016, 05:57:58 pm
Also, the reactions in the Bone Chipper are kind of weird. Since Toady fixed the bone stack bug, the reactions now take stacks of bones properly. But they'll use the entire stack and you'll end up with multiples of whatever you wanted in one reaction. This isn't that bad with tiny stacks of jack rat newborn bones, but you could conceivably make hundreds of bone blocks at once if you got a huge stack from a megabeast or something.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Thuellai on July 21, 2016, 06:14:25 pm
Can confirm.  Had a bonescrimmer's shanty as orcs, had a nice flow of draltha from the caverns.

Ended up with like, 60 draltha bone doors in one go.  Which, on the plus side, WAS convenient for my latest batch of orc apartments.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 21, 2016, 06:28:22 pm
Yeah, but thats nothing I could affect. Either a stack gives ONE item, or a stack gives as many items as the stack has. I thought the later one is fairer.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 21, 2016, 09:58:13 pm

chaosfiend: Noted. Helmet snake should be milkable, maybe you did not wait long enough? It still says "bucket" btw, not "venom bucket" like it does with "milk bucket". Did you check if the bucket contains venom?

Sorry, let me be more clear. In this fort, I have NEVER been able to milk venom. Milk is fine, but NO venom at all has been able to be milked from either the Dire Charity Spiders, nor the one Helmet Snake. They take an Empty bucket to the Farmers Workshop, and as soon as the bucket is brought over, the reaction is canceled. This has been happening from the very start. I repeat, on this map I have NEVER been able to milk venom. Only Milk.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: FantasticDorf on July 22, 2016, 01:59:38 am
Each animal's individual raw needs to have milking tags attached (you could try setting up a creature variational raw to do this so you can just copy paste the milking tags) to milk, i assume meph has this covered but its worth checking yourself in the likely-hood its not there or its being conflicted in some way.

Also is your embark a scorching biome? If animals aren't brought in (then its a raw problem for not selecting tame livestock to milk because the milking tokens are not properly attached) /or they are brought in but the reaction is cancelled, it might be that its evaporating straight out of the bucket (in which case do it in a enclosed 'inside' room in order to negate temprature)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on July 22, 2016, 03:45:33 am
Each animal's individual raw needs to have milking tags attached (you could try setting up a creature variational raw to do this so you can just copy paste the milking tags) to milk, i assume meph has this covered but its worth checking yourself in the likely-hood its not there or its being conflicted in some way.

Also is your embark a scorching biome? If animals aren't brought in (then its a raw problem for not selecting tame livestock to milk because the milking tokens are not properly attached) /or they are brought in but the reaction is cancelled, it might be that its evaporating straight out of the bucket (in which case do it in a enclosed 'inside' room in order to negate temprature)

It feels like moreso its the Former. I'm in a Hot Biome, but they never even bring the Venomous creatures to the kitchen for Milking. And one of them is a Helmet snake, a base creature of Masterwork. Unless Meph has been tweaking with the raws for Helmet snakes and Charity Dire Spiders, (both that I could milk last version)Something overall just seems...bugged with the fort and how it's working.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 22, 2016, 08:58:56 am
Each animal's individual raw needs to have milking tags attached (you could try setting up a creature variational raw to do this so you can just copy paste the milking tags) to milk, i assume meph has this covered but its worth checking yourself in the likely-hood its not there or its being conflicted in some way.

Also is your embark a scorching biome? If animals aren't brought in (then its a raw problem for not selecting tame livestock to milk because the milking tokens are not properly attached) /or they are brought in but the reaction is cancelled, it might be that its evaporating straight out of the bucket (in which case do it in a enclosed 'inside' room in order to negate temprature)

It feels like moreso its the Former. I'm in a Hot Biome, but they never even bring the Venomous creatures to the kitchen for Milking. And one of them is a Helmet snake, a base creature of Masterwork. Unless Meph has been tweaking with the raws for Helmet snakes and Charity Dire Spiders, (both that I could milk last version)Something overall just seems...bugged with the fort and how it's working.
Thats improbably to the highest degree, because
A: Helmet snake has the milkable tag.
B: Charity dire spiders does NOT have the milkable tag. (Its one of the random creatures, I did not change any of them)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on July 22, 2016, 11:54:18 pm
The Juice Bar has some issues.

- The reaction for making Bloomberry Juice takes any plant, not Bloomberries.
- The reaction for making Strawberry Juice takes "leaves", no idea which kind. Neither strawberries nor strawberry plants appear to satisfy this requirement.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 23, 2016, 02:37:52 am
The Juice Bar has some issues.

- The reaction for making Bloomberry Juice takes any plant, not Bloomberries.
- The reaction for making Strawberry Juice takes "leaves", no idea which kind. Neither strawberries nor strawberry plants appear to satisfy this requirement.
Noted. Its the change in plants, adding plant growths... strawberry wine/juice takes strawberry growths, not strawberry plants anymore. Its easy to fix, but thanks for the notice. :)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: moseythepirate on July 27, 2016, 02:58:21 am
On the subject of the juice bar, I noticed that it's dropping "seeds." Not strawberry seeds, not longland grass seeds. Just..."seeds."
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on July 30, 2016, 12:42:49 pm
I have been gone for while due to a Total War binge, and I was wondering if Kobolds can detect Carp Cults with their own creatures like a Ward of Armok can for Dwarves. I used to always settle in abandoned Dwarf holds and it was a constant problem for my Kobolds.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on July 30, 2016, 02:13:31 pm
cults dont work like this anymore, so no. You can find the leader in other ways now, regardless of race.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on July 30, 2016, 09:59:08 pm
In the most recent version, I cannot make Hatchets or other starting wooden tools at the carpenter workshop. On embark I get normal training dwarf tools, such as Training Axes and Training Swords. These weapons are way too big for Kobolds and make it so you cannot gather wood, making it actually unplayable. The only options I changed was to make Kobolds playable, remove skulking, allow training for all animals, and add shovels. You can not embark with training hatchets and you can not make them at the carpenter's workshop anymore.

Edit: I checked other workshops too, such as the bone chipper, and it seems the only one that is having this problem is the Carpenter workshop. You can still make hatchets out of bone, so just bring some throwaway rats to start. I also checked the game with all the options on default and it still has this issue.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on July 31, 2016, 06:40:42 pm
In the most recent version, I cannot make Hatchets or other starting wooden tools at the carpenter workshop. On embark I get normal training dwarf tools, such as Training Axes and Training Swords. These weapons are way too big for Kobolds and make it so you cannot gather wood, making it actually unplayable. The only options I changed was to make Kobolds playable, remove skulking, allow training for all animals, and add shovels. You can not embark with training hatchets and you can not make them at the carpenter's workshop anymore.

Edit: I checked other workshops too, such as the bone chipper, and it seems the only one that is having this problem is the Carpenter workshop. You can still make hatchets out of bone, so just bring some throwaway rats to start. I also checked the game with all the options on default and it still has this issue.

Looking through patch notes I missed, I noticed this, "Stopped woodcutters from using axes without edges (like training axes)" -42.03 patchnotes. So Toady removed the ability to use training axes as woodcutting tool, and I assume this means things with the [TRAINING] tag now cannot be used to cut trees, though I haven't tested this. I would just leave a note in the manual suggesting taking some throwaway rats to make axes.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on August 02, 2016, 10:47:13 pm
I hate to fill this topic with my dumb posts, but I cannot figure out for the life of me where I turn Cobaltite and Bonemold into weapons and armor. Bonemolder workshop only produced the bars, but not the armor. I doubt it is at the Metalsmith's Forge because it is impossible to get an anvil unless you embark on a dwarven ruin. I can see it in Work Orders, but I cannot figure out what workshop creates the gear.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on August 03, 2016, 12:21:32 am
I doubt it is at the Metalsmith's Forge because it is impossible to get an anvil unless you embark on a dwarven ruin.

Nope, it IS the Metalsmith's Forge. You gotta melt down iron/steel bars from invaders and then use the make anvil reactions in the smelter.



Mind you, cobalt hatchets/glass pointy sticks with hardened leather are actually quite robust when you take kobolds' natural dodging aptitudes into account. Plus you can have a much larger military then usual because of their low-hanging tech tree and high growth rate. Bonemold honestly seems like it'd just slow your weak and small bolds down with its weight[Its equivalent to Iron in weight, isn't it?]. I mean, kobolds slow to a crawl carrying LOGS, something dwarves can haul relatively speedily. Full metal armour sounds kind of counterproductive.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on August 03, 2016, 03:17:11 pm
I doubt it is at the Metalsmith's Forge because it is impossible to get an anvil unless you embark on a dwarven ruin.

Nope, it IS the Metalsmith's Forge. You gotta melt down iron/steel bars from invaders and then use the make anvil reactions in the smelter.



Mind you, cobalt hatchets/glass pointy sticks with hardened leather are actually quite robust when you take kobolds' natural dodging aptitudes into account. Plus you can have a much larger military then usual because of their low-hanging tech tree and high growth rate. Bonemold honestly seems like it'd just slow your weak and small bolds down with its weight[Its equivalent to Iron in weight, isn't it?]. I mean, kobolds slow to a crawl carrying LOGS, something dwarves can haul relatively speedily. Full metal armour sounds kind of counterproductive.

Thank you. Now on the subject of weapons, I always tend to use Spears out of habit, but are Large Daggers good at all? I like the idea of having people armed with daggers, but I am afraid they won't be effective.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on August 08, 2016, 01:57:33 pm
I doubt it is at the Metalsmith's Forge because it is impossible to get an anvil unless you embark on a dwarven ruin.

Nope, it IS the Metalsmith's Forge. You gotta melt down iron/steel bars from invaders and then use the make anvil reactions in the smelter.



Mind you, cobalt hatchets/glass pointy sticks with hardened leather are actually quite robust when you take kobolds' natural dodging aptitudes into account. Plus you can have a much larger military then usual because of their low-hanging tech tree and high growth rate. Bonemold honestly seems like it'd just slow your weak and small bolds down with its weight[Its equivalent to Iron in weight, isn't it?]. I mean, kobolds slow to a crawl carrying LOGS, something dwarves can haul relatively speedily. Full metal armour sounds kind of counterproductive.

Um..Mind pointing out where that Anvil reaction is for me? Cause I do not see any anvil reaction in the smelter for kobolds.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on August 08, 2016, 03:51:39 pm
I doubt it is at the Metalsmith's Forge because it is impossible to get an anvil unless you embark on a dwarven ruin.

Nope, it IS the Metalsmith's Forge. You gotta melt down iron/steel bars from invaders and then use the make anvil reactions in the smelter.



Mind you, cobalt hatchets/glass pointy sticks with hardened leather are actually quite robust when you take kobolds' natural dodging aptitudes into account. Plus you can have a much larger military then usual because of their low-hanging tech tree and high growth rate. Bonemold honestly seems like it'd just slow your weak and small bolds down with its weight[Its equivalent to Iron in weight, isn't it?]. I mean, kobolds slow to a crawl carrying LOGS, something dwarves can haul relatively speedily. Full metal armour sounds kind of counterproductive.

Um..Mind pointing out where that Anvil reaction is for me? Cause I do not see any anvil reaction in the smelter for kobolds.

Huh, kobolds DON'T have that reaction. I thought they did, since most of the other races do, and it showed up in the manager screen when I searched for it.

This is probably an oversight, since bonemold and cobaltite are useless without anvils and kobolds specifically have the ability to obtain those materials. I'd personally pretend kobolds have that reaction and destroy three iron bars while spawning an anvil with DFhack. Its not like kobolds have reliable access to metals and they still can't make steel. There's also the "embark in dwarven ruins" option, but I feel that cave starts work better thematically for bolds.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on August 08, 2016, 05:14:47 pm
True, but you can always embark with an anvil or buy one from a caravan... just like dwarves do in vanilla DF.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on August 08, 2016, 06:07:11 pm
True, but you can always embark with an anvil or buy one from a caravan... just like dwarves do in vanilla DF.
My caravans never seem to carry Anvils and I do not see the option at embark, even when every item is removed from my starting supplies. I cannot even ask for Anvils when the liaison comes, it just isn't an option. The only time I have ever found Anvils as the Kobolds is when I embark on a Dwarven/Kobold ruins. There is no reaction at the smelter to make one like people said, and I believe Kobolds cannot get anvils because anvils are only made from Iron or Steel, which are unavailable to Kobolds.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on August 08, 2016, 07:02:41 pm
True, but you can always embark with an anvil or buy one from a caravan... just like dwarves do in vanilla DF.
My caravans never seem to carry Anvils and I do not see the option at embark, even when every item is removed from my starting supplies. I cannot even ask for Anvils when the liaison comes, it just isn't an option. The only time I have ever found Anvils as the Kobolds is when I embark on a Dwarven/Kobold ruins. There is no reaction at the smelter to make one like people said, and I believe Kobolds cannot get anvils because anvils are only made from Iron or Steel, which are unavailable to Kobolds.

^This. Kobolds don't get anvils natively. No idea how they manage to make cobalt stuff offscreen.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on August 09, 2016, 12:02:28 am
Another note. Did something happen to the Milk token for some of the Kobold creatures? I have a Helmet Snake, 2 Giant Bark Scorpions, and 2 Charity Dire Spiders, all adults. I also got a dozen Baby scorpions, and some GCS Spiderlings, and 4 Charity Dire Spider Children. Only the 2 Charity Dire Spider Adults are being Milked for their venom. Whats up with that? There are no Burrows, or locked doors between the creatures and the Farmers workshop.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on August 09, 2016, 12:16:47 am
True, but you can always embark with an anvil or buy one from a caravan... just like dwarves do in vanilla DF.
My caravans never seem to carry Anvils and I do not see the option at embark, even when every item is removed from my starting supplies. I cannot even ask for Anvils when the liaison comes, it just isn't an option. The only time I have ever found Anvils as the Kobolds is when I embark on a Dwarven/Kobold ruins. There is no reaction at the smelter to make one like people said, and I believe Kobolds cannot get anvils because anvils are only made from Iron or Steel, which are unavailable to Kobolds.

^This. Kobolds don't get anvils natively. No idea how they manage to make cobalt stuff offscreen.

I have just learned to embark on ruins, preferably near a river. The river provides a food source, the rooms are already dug into the ground with some furniture so I do not have to spend the first 2-3 years building apartment complexes, and you can usually find anvils are weapons in them so you can start a military up. Downside is you typically find Demons, Forgotten Beasts, and Bandits, so you need to embark with a team prepared to fight one of those and preferably keep half of your bolds alive.

Sadly my most recent embark is my attempt to create a proper hamlet with standardized 9x9 buildings with proper streets and everything, turned out great. It looks like a real city, with city blocks, bone statues instead of street lights, and districts holding different related workshops. The armory district is frightfully bare though, because the only workshops needed are the Glassblower, Leather Trimmer, Wood Burner, and Glass Furnace which fill 2 buildings. This leaves the other 4 buildings empty save for a few vermin remains, no reason to put other workshops like a Bonemolder, smelter, or any sort of stockpiles.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on August 09, 2016, 08:33:29 am
dirkdragonslayer, that sounds cool. Can you upload some screenshots? :)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on August 22, 2016, 05:51:19 pm
Current download.

Not being able to embark with more than 7 bolds is painful.

Why no juices/teas on embark?  Lots of dwarf drinks.  Carrot wine, ew.

Especially with the default no shovel setting, bolds need drink.  Wells are a greater challenge with no way to dig.  River/stream embarks can build an above the water well, but that usually means exposure to hostiles that is avoided with a dug, central well.  (Unless you turn off swimmer sorts of enemies and wall around the water supply.)  Above ground wells also freeze even if covered over.  Have adapted to making tea and juice in winter, otherwise the bolds all run over to biome 3 that doesn't freeze to drink from the stream there.

I think I will stick with shovels but no rock digging.  I can't picture bolds not being able to dig dirt and such.

Miss the thievery stuff...  ::)

Edit:  It appears enabling shovels does not enable shovels.  Can't dig dirt or clay.  Back to plan B. 


Naming issue in Wood Carver.  "Lorry" is "minecart" there.  Builds a minecart too.

Can we get option to make a set of leather clothes (as opposed to armor... civilian garb) in Leather Trimmer?  Can make single pieces but only armor sets.

Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Gotham123 on August 26, 2016, 10:42:29 am
I have a question: Which skill does the Bola and Sling use for Ranged Weaponry?.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on August 26, 2016, 01:39:12 pm
I have a question: Which skill does the Bola and Sling use for Ranged Weaponry?.

I believe those use archery and bow skills, but haven't paid attention lately.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Gotham123 on August 26, 2016, 03:02:17 pm
thanks for the info mate
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 08, 2016, 02:21:17 pm
Meph,

How are bolds supposed to get cauldrons?  Only ones I see are in craft workshop and those need stone.  No way to get stone right now.  Only traders are bolds and they also have no stone.  If I could get an anvil (forge requires one to make one) I could make cobalt cauldrons (I assume, can't build forge to check!).  I see even the smelter forge-making reaction is gone.  Not that bolds would have ore to make them.  This all assumes no digging, which IS the bold default.

Tried making cauldrons with fireclay, no luck.  Tryng bonemeal... nope.  Needs non-economic hard rock.

My suggestion (unless I have missed something) is to put a reaction to make cauldrons (and anvils unless you don't want bolds to have metalworking at all) into the bonemolder to make them from bonemold bars.  Or let them make them in the glassblower and/or clay shaper/kiln combo.

Other than that the armor vs clothes situation is annoying.  Regular workers keep swiping the "armor" made for the military.  This combined with them arriving with damned gloves and headgear on... grr.  The latter is not exclusive to bolds.  It's a vanilla issue, I know.  Just adds up to aggravation.

For now I will see if I can figure out how to dfhack in either an anvil or a couple cauldrons.  8)

Okay, I am stumped.  Can't find syntax that will create cauldron or anvil in dfhack.  Is it broken?  Can anyone give me exact createitem command? I keep getting "You must specify a valid item type to create!"  I looked at raws for cauldron.  Tried variation, upper and lower case, etc.  Always same error.


Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: LMeire on September 08, 2016, 05:02:11 pm
Just switch bonemeal to non-economic on the stones list.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 08, 2016, 05:33:42 pm
Just switch bonemeal to non-economic on the stones list.

Had to think about that a minute.  You mean on the z-stones menu.  Didn't occur to me because... bonemeal.  But it worked to make cauldrons.

I think Meph does mean to keep anvils tough for bolds, so not sweating that part.  Just need the thieving back so we can steal some stones and ore.

Thanks for the nudge.   :)


Edit:  And I am blind!  Right there in the glass furnace is Make green glass cauldron.  I blame the font.  I looked at all the lists at least twice.  And still missed it.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 08, 2016, 05:40:49 pm
Don't seem to be able to stockpile bone blocks.  They should be on the Blocks: Other materials list, I would think.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 08, 2016, 08:01:00 pm
BTW

I am chronicling my current bold fort over in the story board:

http://www.bay12forums.com/smf/index.php?topic=160456.0 (http://www.bay12forums.com/smf/index.php?topic=160456.0)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 09, 2016, 08:49:32 pm
After struggling with outfitting my military for more than a year I just want to say I am not a fan of having clothing articles as "armor."  I preferred the earlier system where clothing was one set and armor was a separate set.  As things are now gloves are a big hassle.  Having the whole fort rush to grab the new pair of leather gloves meant for a new recruit is... less than fun.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on September 10, 2016, 06:45:31 am
After struggling with outfitting my military for more than a year I just want to say I am not a fan of having clothing articles as "armor."  I preferred the earlier system where clothing was one set and armor was a separate set.  As things are now gloves are a big hassle.  Having the whole fort rush to grab the new pair of leather gloves meant for a new recruit is... less than fun.
Its the same in dwarf mode... yes, you also have metal gauntlets, but if you make leather gloves for armor in Dwarf mode, the civilians steal those too. Its nothing I could change in the kobold AI...
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 10, 2016, 08:47:46 am
After struggling with outfitting my military for more than a year I just want to say I am not a fan of having clothing articles as "armor."  I preferred the earlier system where clothing was one set and armor was a separate set.  As things are now gloves are a big hassle.  Having the whole fort rush to grab the new pair of leather gloves meant for a new recruit is... less than fun.
Its the same in dwarf mode... yes, you also have metal gauntlets, but if you make leather gloves for armor in Dwarf mode, the civilians steal those too. Its nothing I could change in the kobold AI...

Yes, I know it's that way in dwarf (and orc and human, at least, too) mode, but there are other options.  Bolds have very limited options.  No mittens, no gauntlets, just gloves. With dwarves I use gauntlets as armor as those don't come in civilian versions.  I know at base this stems from a vanilla bug/design choice, but in the earlier incarnation you had those wristband things as clothing and something else as armor.  That's why I notice that isn't an option now.  With dwarves and the others, gauntlets equip over gloves too, so you don't have to have the military use "replace clothing" to get them to wear their proper hand armor at all. 

Oh, wait, I see... you WANT kobolds to not have hand coverage equal to other parts (as in no hand coverage!) I see (not that I have an anvil) there are no metal hand pieces at all.  That is intended?

I thought this was oversight with the update, not a design choice.  If it's a design choice, nevermind.  It's your choice.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 10, 2016, 11:48:15 pm
The other problem with making clothing items "armor" is they decay.  My cobalt low boots and greaves are decaying. 
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on September 11, 2016, 10:37:01 am
The other problem with making clothing items "armor" is they decay.  My cobalt low boots and greaves are decaying.
Are you sure you are not just talking about the vanilla DF armor decay from combat?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 11, 2016, 11:31:04 am
The other problem with making clothing items "armor" is they decay.  My cobalt low boots and greaves are decaying.
Are you sure you are not just talking about the vanilla DF armor decay from combat?

Yeah.  This was armor I had just bought from a trader and it was dumped to get it moved and the decay from the refuse stockpile it landed on kicked in instantly.  Only those pieces did, not the mail or helms.

That said, wasn't aware there is now vanilla armor decay from combat.  Have to watch for that.  I just started playing 2014 version a couple weeks ago.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 11, 2016, 12:51:05 pm
Playground has same hotkey as great archive (ctrl-g).  What does the playground do?  Haven't seen it mentioned except in the build menu.

Great archive for bolds also wants "rock statues" which isn't impossible, but is out of character.  Glass not acceptable.  I would think for bolds any statue would be okay.  Especially since the building is more of a player storytelling resource than used in game context.

Wood stalks FUBARed.  I think I noted it in orc thread, but kobolds can't gather them either.  When I tested planting them (I think that was orcs, but not positive) they grew in farms, but I got nothing when harvesting them and the bulbs were gone (which is expected.)  I see in the bold splitter they are supposed to be processed into rough wood, instead of the old wood stalk wood (the current is an improvement.)  But nothing to test the wood splitter on except regular logs (and that works fine.)

And kangaroo hair thread can be spun, but cannot be stockpiled or traded.  Or woven, as far as I can tell.  Can be dumped.

Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on September 11, 2016, 02:27:12 pm
And kangaroo hair thread can be spun, but cannot be stockpiled or traded.  Or woven, as far as I can tell.  Can be dumped.

Vanilla "feature". It can still be used for suturing or artifacts, IIRC.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 11, 2016, 03:21:06 pm
And kangaroo hair thread can be spun, but cannot be stockpiled or traded.  Or woven, as far as I can tell.  Can be dumped.

Vanilla "feature". It can still be used for suturing or artifacts, IIRC.

Thanks, Arc, wasn't sure if this was vanilla or MW.  Hard to use for anything without stockpiling though.  Guess I'd have to forbid everything else. Easier to destroy it via dfhack.  Not undersupplied with other threads.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 12, 2016, 12:37:28 pm
Banner and Poison Cookery have same hotkey on workshops menu (ctrl-b)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 15, 2016, 01:42:32 pm
I don't know if this is a vanilla issue or MW:

I grew some hide root from seed, got plants successfully.  Then I milled them using mill specific plant at a quern.  The bold hauled plants there, grabbed a bag, and went to work.  All the plants were processed.  Now I am left with no dye from the plants, and no seeds.  Should have bold based on legacy experience.

It's the only dye seed I can get that will grow here, so can't test others at the moment.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 15, 2016, 06:19:59 pm
I see a wooden training dagger for bolds, but the training room doesn't allow training daggers.  Considering bold proclivities, and size, I'd think daggers would be top pick. 

The can train wrestling, which I think interacts with knives, but no knife fighting skill that daggers use. 

Sword training is actual swords, or at least calls for a wooden training sword.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: vonsch on September 16, 2016, 11:57:39 am
I retested the hide root dye issue and had the same thing happen.  When milled, no dye and no seeds.  Empty bag left in quern.

And I tested with the plain mill plants and that worked fine. So it's the reaction to mill specific dye plants that's the problem.

Hide root is the only dye plant I have access to so can't see if it's specific to that plant or it's the general reaction.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on September 20, 2016, 12:21:00 pm
What would one need to do to give kobolds the ability to turn the Sandy/silty Clay/loam into their constituent components as the dwarves do? Would love this ability, cause it seems something kobolds should be able to do as well as Dwarves
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on September 24, 2016, 01:13:55 pm
Its already enabled in their entity file, you just need to add a kobold building to the reactions... they are the bottom ones in reaction_dwarf_civ.txt.

Currently the reactions are only in the pottery...
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on September 25, 2016, 12:58:09 am
Its already enabled in their entity file, you just need to add a kobold building to the reactions... they are the bottom ones in reaction_dwarf_civ.txt.

Currently the reactions are only in the pottery...

Grahhh...Any way I can get assistance on how to do this? Probably would want them added into the Kiln or Clay Shaper. I've only a vague idea how to change the files to put in a building, but after 2 hours of trying to no avail I kinda gave up. @-@
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Evans on September 25, 2016, 02:08:49 am
when you have a reaction in reaction_dwarf_civ.txt
Spoiler (click to show/hide)
You need to add another BUILDING entry to that.

I don't play kobolds so I am not sure which is which, but perhaps you mean one of the following:
[BUILDING:BRICKOVEN_KOBOLD:NONE]
[BUILDING:POTTERY:NONE]
[BUILDING:WORKSHOP_KOBOLD:NONE]

NONE stand for key shortcut.

Paste the one of the above you like under the existing [BUILDING] entry in the reactions you would like to have in reaction_dwarf_civ.txt and you should be good.

Generating a new world might be necessary (but maybe not - paste that file into your savegame/raw/objects and see if it works without worldgen).

Which reminds me I should mod wooden mechanisms back into masterwork :)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on September 25, 2016, 02:34:55 am
when you have a reaction in reaction_dwarf_civ.txt
Spoiler (click to show/hide)
You need to add another BUILDING entry to that.

I don't play kobolds so I am not sure which is which, but perhaps you mean one of the following:
[BUILDING:BRICKOVEN_KOBOLD:NONE]
[BUILDING:POTTERY:NONE]
[BUILDING:WORKSHOP_KOBOLD:NONE]

NONE stand for key shortcut.

Paste the one of the above you like under the existing [BUILDING] entry in the reactions you would like to have in reaction_dwarf_civ.txt and you should be good.

Generating a new world might be necessary (but maybe not - paste that file into your savegame/raw/objects and see if it works without worldgen).

Which reminds me I should mod wooden mechanisms back into masterwork :)

Cool, I'll get on that in the morn. Also Kobolds have a reaction for Wooden Mechanisms in the Trapsetter, if you were looking.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Amostubal on September 27, 2016, 09:52:24 pm
I was searching around and couldn't find anyou information on spiritwalking.... what does it do? what does it use(doesn't seem to require anything)?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on September 27, 2016, 10:14:23 pm
IIRC[I've never actually tried it], Spiritwalking forces a strange mood to happen.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on September 28, 2016, 04:13:58 am
Correct, it starts a strange mood.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Meph on October 06, 2016, 06:32:01 pm
And a little addition for kobold mode... 32x32 sprites.

(http://i.imgur.com/DdTBMpP.png)
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sponge on October 31, 2016, 10:56:22 am
I don't understand, how do I steal from other races? Also, where is the Totem? And finally, how am I suppose to make pots for workshops? Am I suppose to go mining for metal?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on October 31, 2016, 12:12:36 pm
I don't understand, how do I steal from other races? Also, where is the Totem? And finally, how am I suppose to make pots for workshops? Am I suppose to go mining for metal?

Stealing is currently not implemented for the latest release of Masterwork due to the need for DFhack to be updated, (4-5 more months last I recall?).

Totem is in the Furnace menu, and requires Totems to build.

Clay, sand, bone and wood can be used to make pots.
Clay shaper and Kiln for 3 varieties of clay pots. (These need Glazing for liquids)
Glass Furnace can make 3 varieties of glass pots.
Bone chipper to make Bone pots. (Need glazing for liquids)
Wood Carver for making wood pots.

Personally I start with bone, then move to Glass when I set up industry.

Kobolds are by default unable to mine due to them having no access to picks. You can access Shovels by checking the option on the Kobold Tab of the Masterwork Launcher (third from the right hand side of the list). This way you can dig anything. However you can also check 'Stone Undiggable', to make kobolds ONLY able to dig Dirt/sand/clay, as well as Gems, and Cobalt ore veins.

Personally I turn Shovels on, but to keep the flavour, I do not let Kobolds dig. Instead I boost my point count up just enough to buy an Ogre, and have only my Non-kobold fort members allowed to dig. Kobolds can still work ore, as they do have a snoot for what makes ore good/bad (like their mythology states), however they are just not strong enough to get it out the ground themselves.

However, currently there is a bit of a bug for kobolds, as Meph has made it impossible for kobolds to gain access to an anvil. Anvil reactions are taken out of the Smelter, and of course you need an anvil to create a Metalsmith forge. Also it is currently impossible for caravans to bring anvils along with them for some reason, I believe related to how Kobolds are not supposed to have access to ores other than cobalt, which can not be used as an Anvil. If you want to metalsmith you have to DFhack an anvil in as far as I know.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sponge on October 31, 2016, 02:08:25 pm
I don't understand, how do I steal from other races? Also, where is the Totem? And finally, how am I suppose to make pots for workshops? Am I suppose to go mining for metal?

Stealing is currently not implemented for the latest release of Masterwork due to the need for DFhack to be updated, (4-5 more months last I recall?).

Totem is in the Furnace menu, and requires Totems to build.

Clay, sand, bone and wood can be used to make pots.
Clay shaper and Kiln for 3 varieties of clay pots. (These need Glazing for liquids)
Glass Furnace can make 3 varieties of glass pots.
Bone chipper to make Bone pots. (Need glazing for liquids)
Wood Carver for making wood pots.

Personally I start with bone, then move to Glass when I set up industry.

Kobolds are by default unable to mine due to them having no access to picks. You can access Shovels by checking the option on the Kobold Tab of the Masterwork Launcher (third from the right hand side of the list). This way you can dig anything. However you can also check 'Stone Undiggable', to make kobolds ONLY able to dig Dirt/sand/clay, as well as Gems, and Cobalt ore veins.

Personally I turn Shovels on, but to keep the flavour, I do not let Kobolds dig. Instead I boost my point count up just enough to buy an Ogre, and have only my Non-kobold fort members allowed to dig. Kobolds can still work ore, as they do have a snoot for what makes ore good/bad (like their mythology states), however they are just not strong enough to get it out the ground themselves.

However, currently there is a bit of a bug for kobolds, as Meph has made it impossible for kobolds to gain access to an anvil. Anvil reactions are taken out of the Smelter, and of course you need an anvil to create a Metalsmith forge. Also it is currently impossible for caravans to bring anvils along with them for some reason, I believe related to how Kobolds are not supposed to have access to ores other than cobalt, which can not be used as an Anvil. If you want to metalsmith you have to DFhack an anvil in as far as I know.
Wow, thanks! That's very informative. Just a few extra questions. Do shovels still break? And what races do you usually have on when you play as kobolds? I can't decide. 
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: chaosfiend on November 01, 2016, 01:58:58 am
Wow, thanks! That's very informative. Just a few extra questions. Do shovels still break? And what races do you usually have on when you play as kobolds? I can't decide.

Shovels do not break, as far as I know in this version.

AS for the races I like to have on with kobolds? Its kinda random, depending on what sorta map I want. Remember that the races will be evenly divided up among the Civ limit for the map. You REALLY want to play on small maps as well, or else your fort will not have as much FUN that arrives at your doorstep. Ones that I would NOT reccomend would be the following, since I'm assuming you are at least a Kobold Beginner. Also take into account I'm much more a 'turtle' style player, that likes to hide behind the walls, and mountains of weapon traps, with small retinues of Archers/blowgunners.

Spoiler (click to show/hide)

And thats all I can input on the matter. I'm not an expert myself having only played for like, 3 years. Take everything I say with a grain of salt, and do know that with Meph's weekly updates, alot of the info I told you MAY be subject to changes, and may be outright false due to my own misinterpretation of the data from my play time.

With that, Have fun brave Kobold!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Sponge on November 01, 2016, 07:48:40 am
Wow, thanks! That's very informative. Just a few extra questions. Do shovels still break? And what races do you usually have on when you play as kobolds? I can't decide.

Shovels do not break, as far as I know in this version.

AS for the races I like to have on with kobolds? Its kinda random, depending on what sorta map I want. Remember that the races will be evenly divided up among the Civ limit for the map. You REALLY want to play on small maps as well, or else your fort will not have as much FUN that arrives at your doorstep. Ones that I would NOT reccomend would be the following, since I'm assuming you are at least a Kobold Beginner. Also take into account I'm much more a 'turtle' style player, that likes to hide behind the walls, and mountains of weapon traps, with small retinues of Archers/blowgunners.

Spoiler (click to show/hide)

And thats all I can input on the matter. I'm not an expert myself having only played for like, 3 years. Take everything I say with a grain of salt, and do know that with Meph's weekly updates, alot of the info I told you MAY be subject to changes, and may be outright false due to my own misinterpretation of the data from my play time.

With that, Have fun brave Kobold!
Wow! Thanks! This will help a lot!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: fedobear on November 04, 2016, 07:21:42 am
Does anybody else have the issue with job cancellation spam for the shalswar?
"Stray Shalswar (Tame) cancels Fish: Too injured."
I am playing 1.20 Masterwork Kobolds, just started the fort.
I'm pretty sure that when the kobold pets were revised, that pet fishing duties were moved from fisher gremlins to shalswars, however the error message involved doesn't necessarily trigger when the creature is injured (contrary to intuition), but it triggers when a creature lacks the limbs and grasping necessary to fish, wether it no longer has them due to injuries/amputation or because it just wasn't born with them. At least, this is based on my limited understanding from past forts.

So basically now I'd like to just disable fishing labor on shalswars, but I don't know how to do that.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Iceblaster on November 04, 2016, 06:25:01 pm
Is this the place for funny things that occur? If not, then tell me :P

Didn't know this kobold was a hindu deity (http://i.imgur.com/NiC4V1w.png).

A set of twins and triplets. One after another. Honestly, I have no idea how she's able to hold onto that many babies :P
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: FantasticDorf on November 05, 2016, 05:50:22 am
Is this the place for funy things that occur? If not, then tell me :P

Didn't know this kobold was a hindu deity (http://i.imgur.com/NiC4V1w.png).

A set of twins and triplets. One after another. Honestly, I have no idea how she's able to hold onto that many babies :P

The babies are VERY small.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Iceblaster on November 05, 2016, 08:47:44 am
How big are they? Because I don't recall seeing even a number on the kobold's description for size. I know they're smaller than dwarves though :P

EDIT: Also! How do you work the clay shaper? I've collected clay and it's in a stockpile, but yet the make earthenware option is still blank.

If it helps, the thing I get when I use the collect clay work in the kiln is 'Sandy Clay.'
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: fedobear on November 06, 2016, 04:45:09 pm
How big are they? Because I don't recall seeing even a number on the kobold's description for size. I know they're smaller than dwarves though :P

EDIT: Also! How do you work the clay shaper? I've collected clay and it's in a stockpile, but yet the make earthenware option is still blank.

If it helps, the thing I get when I use the collect clay work in the kiln is 'Sandy Clay.'

it is very useful to include the last detail, because I am also running into the same problem. I think that unfortunately in the current version you can't make things out of 'sandy clay'. It's a subtype of clay but it doesn't have the properties needed to form proper items without cracking (if you need a in-character explanation)

see this post
http://www.bay12forums.com/smf/index.php?topic=138896.msg7183100;topicseen#msg7183100
a few posts below it, the process is described on how you can make other types of not-quite-clay soiltypes work for you.
tl;dr if you use the win explorer search bar in the dwarf fortress folder you get two instances of reaction_dwarf_civ.txt, one in your save folder and one somewhere else. You need to edit these. I didn't know which one so I did both. At the very bottom of the text file there's a bunch of reactions involving different types of soil. For each, look for the line [BUILDING:something (I forgot what was here)] and replace it with [BUILDING:BRICKOVEN_KOBOLD:NONE]. Do this when DF is not running. Save and start up DF again. The reactions are now under the clay shaper (I think).
It won't make sandy clay be able to separate into sand and clay, but it will allow you to turn silty loam into clay, and a bunch of other soils that might be on your map.  You could add a new entry the the reaction_dwarf_civ.txt by copying a block of text and replacing the keywords with sandy_clay but it won't work, only if you gen a new world (I might have screwed up tho, test for yourself).

Otherwise you can always crank up the trader demand for clay, fire clay and kaolinite to max and hope for the best.

Good luck
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Iceblaster on November 06, 2016, 06:08:36 pm
Alright, thanks! I will have to remember that. Was hoping I'd be able to use it even if it'd be a longer production tree. Thanks for the help!

EDIT: I can't believe I didn't notice the solution I needed was on the last page.

I am blind apparently. I read all these threads for the most part :v
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Brutaka001 on January 21, 2017, 03:34:50 am
     Based on the visual and the description in the Manual, I would say that these Kobolds CLOSELY resemble that of DnD Kobolds:   
     The only things different between this and DnD Kobolds is that 1.) Kobolds here are more of a stone-age race in comparison. 2.) Kobolds in DnD play more trap heavy (like gnomes here).

This is usually my Kobold base layout, from a side view.
Spoiler (click to show/hide)

[li]

To achieve this, obviously, I enable my kobolds to use pick axes to better resemble to kobolds in DnD. The attached pic is from the DnD book "Races of the Dragon" for 3.5e. This is basically what I get my Kobold inspiration from and tend to live by here. Every fort I try to resemble this in some way to better survive the huge and hostile outside world that is MDF.[/li][/list][/list]
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Dookmiester on January 21, 2017, 04:33:44 pm
Like to imagine my bolds more like the typical asian interpretation. Dragon Nest's are spot on as my head cannon when cutebolds are in war mode.
Spoiler (click to show/hide)

Remember masterwork was going for the more reptilian type but canned egg laying as it was being a real stinker to get working/manage or something like that.

Like the simple and primitive styling. Always wanted to do a surface leather tent & bone wall village, but legacy's bs with spawns made that impossible #fuckgiantgargoyles. I avoided playing gnomes like the plague. I'm not down for elaborate traps. Just quick and dirty. 10 stack of bone serrated traps would chew anything up. Embark near a cave and cage trap the pathway up. Whatever climbs up we war tame and send to the front lines to tackle trap avoiders. Giant cave spiders were amazing at that.

Only major beef was the air caste's supposed "intentional" permanent slow crawl after vanishing when startled.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Brutaka001 on January 23, 2017, 06:19:20 am
Like to imagine my bolds more like the typical asian interpretation. Dragon Nest's are spot on as my head cannon when cutebolds are in war mode.
Spoiler (click to show/hide)

Man those bolds are nightmare fuel when angry. totally love them tho lol. Honestly i have never actually tried to build a surface fort on ANY race. Maybe i'll try it with the cutebolds.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: ElderDays on February 06, 2017, 09:06:43 am
Trying out MW for the first time but I'm having trouble with embarking equipment. When I try to select my starting gear the only thing available are pets. There are no tool or other items. Did I do something wrong during instillation?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: LMeire on February 07, 2017, 09:36:54 am
Trying out MW for the first time but I'm having trouble with embarking equipment. When I try to select my starting gear the only thing available are pets. There are no tool or other items. Did I do something wrong during instillation?

Assuming you did a fresh install into an empty folder, everything should be fine. (You don't need a working copy of the vanilla game for Masterwork to run.)

If installation isn't the case, how old is the world? Civs can only contribute resources for an embark if they've discovered them during world-gen. It's not uncommon for vanilla dwarves to get stuck in the bronze age just because there wasn't any iron in the mountain they've settled.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: ElderDays on February 07, 2017, 04:15:36 pm
Thanks LMeire. The world was still in its first century so I think that was the issue.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: kingofthehour on February 18, 2017, 09:40:22 pm
Im trying to make thieves tunnels but I need candles and I dont know what workshop to use to get them or even what materials.  Anyone know how?
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Arcvasti on February 18, 2017, 11:31:50 pm
They're in the craftsbold's workshop. They need the Wax Working labour to make. You can make candles out of either wax[Fancier, I guess?] or tallow[Much easier].
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on March 23, 2017, 01:39:12 am
Was the Kobold's inability to work with Cobaltite and Bonemold ever fixed? I remember they could only be worked at with Metalsmith's forges, which required anvils, which Kobolds didn't have access to half a year ago. The only work around used to be to embark in fortress ruins and hope they are dwarven ones.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Amostubal on March 23, 2017, 03:33:01 am
I've heard of this.  I'll be testing a kobold embark and a dwarf embark today... I will check for access.  the hardest problem is that if you can't reach any cobaltite then you can't dig down into the earth to hunt for it, unless you were enabling digging (I prefer the slade out no digging version of Kobolds, but you can't run that script and run any other race on the same world map, unless they fixed that...).  Bonemold is not strong enough to make an anvil out of, neither is cobalt.   You would need at least iron or bloodsteel.   So it looks like to me they need a fix that allows them to build armor and weapons from the metals available to them without compromising on the spirit of what they are allowed to access.  I'll see if they can make an anvil strength material.  If they can, I don't mind producing an anvil reaction for that material at a shop.  If they can't then the option is a cold forge type shop, something heavy struck against something hard.  Anvils aren't hard to code, its 3 bars of a metal for 1 anvil...  but the game wont accept invalid anvils for shops (your artifact legendary zircon encrusted wood anvil will not function, lol).
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: dirkdragonslayer on March 23, 2017, 05:05:42 am
I've heard of this.  I'll be testing a kobold embark and a dwarf embark today... I will check for access.  the hardest problem is that if you can't reach any cobaltite then you can't dig down into the earth to hunt for it, unless you were enabling digging (I prefer the slade out no digging version of Kobolds, but you can't run that script and run any other race on the same world map, unless they fixed that...).  Bonemold is not strong enough to make an anvil out of, neither is cobalt.   You would need at least iron or bloodsteel.   So it looks like to me they need a fix that allows them to build armor and weapons from the metals available to them without compromising on the spirit of what they are allowed to access.  I'll see if they can make an anvil strength material.  If they can, I don't mind producing an anvil reaction for that material at a shop.  If they can't then the option is a cold forge type shop, something heavy struck against something hard.  Anvils aren't hard to code, its 3 bars of a metal for 1 anvil...  but the game wont accept invalid anvils for shops (your artifact legendary zircon encrusted wood anvil will not function, lol).

Thanks for looking into this. I always play either living out of ruins or in a cave system, and the lack of bonemold gear really hinders later military efforts due to my disdain for solving all of my problem with a bajillion traps. I understand why the limitations are in for anvils, to keep to the spirit of the race, but it is weird being able to produce raw materials you cannot process or sell (since caravans tend to stop a few years in due to extinction).
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Amostubal on March 23, 2017, 06:06:32 am
NOTICE:  I am going to attempt to work around an issue I discovered in the Kobold entity file.  Basically the way Meph's Masterwork gui operates on the file causes it to become corrupted.  I can literally use the gui to create a string of letters (based of Meph's name no less) by switching options in the file.  It is advised until we can correct the gui(which means we need the source, and no one but meph has it), that you change as few options as possible in the Kobold section of the gui, and that you keep a backup of your current masterwork download, also you may want to keep a backup copy of your entity_savage_kobold.txt file and verify that its not significantly different(i.e. corrupted, not containing that which you want) before generating a new world.  I am looking now for other raws/scripts that have this issue... but its hard to tell.  It may be the reason some files have literally pages of white space at the end.

Thank you.

My fix is to place a large portion of white noise in front of any additions to the file... so in 1.24b will be a 30 line section of white space marked before the additions and 30 lines after that should keep the mod from eating it, unless you turn off all the kobold options then turn them all on... then they will disappear.  At least with that, its obvious its gone.

Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: p0m1d0rka on July 01, 2017, 03:08:05 am


Thanks for looking into this. I always play either living out of ruins or in a cave system, and the lack of bonemold gear really hinders later military efforts due to my disdain for solving all of my problem with a bajillion traps. I understand why the limitations are in for anvils, to keep to the spirit of the race, but it is weird being able to produce raw materials you cannot process or sell (since caravans tend to stop a few years in due to extinction).
Hello!
plz tell me how to embark in cave. I tied but not success = (
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: LMeire on July 01, 2017, 08:11:38 am
There's an option on the GUI that makes caves visible on the world map- similar to volcanoes, then you just find one and embark there.
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: p0m1d0rka on July 01, 2017, 10:58:12 am
There's an option on the GUI that makes caves visible on the world map- similar to volcanoes, then you just find one and embark there.
ty. found it!
Title: Re: ☼Kobolds☼ - Everything Kobold Mode
Post by: Unknown Kobold on June 03, 2020, 03:23:17 pm
I also cannot embark inside a cave , I always embark next to The entrance. Is this normal?

First time embarking in a cave, I'd like to be inside it is this possible?

If so how? I check visble caves, I have embarked on top of the cave with no avail always spawn outside next to it.

Is my install bugged or has it been removed?