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.
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. ;)
[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]
[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]
I might consider doing a Kobold LP at some point.
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 outsideAh, thanks.
if you want them to clean up vermin remains outside you have to turn that on in orders as well i believe
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. :(
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.
Has anyone got this pipeline working efficiently before?
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.
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)
Is anyone else unable to make normal planks? I can make polished wood into planks, but not normal wood.
Just a small request:Cant you make bone arrows in the craftsbold?
I would really appreciate if it would be possible to produce bone arrows in the fletcher
Breeding Warren isn't working for me. Latest version 5.01.I'll have a quick look, but it should work just fine.
I don't understand the breeding warren. How does a fully grown Kobold magically materialize from leather and meat?
Did you run it on 'R' repeat? Autosyndrome does not trigger then.
Here's some more questions:1. Build a little hut with a roof over it, it's what I do. It counts as inside.
- 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).
merchants showed up with absolutely nothing and their wagons were single tileThe bear is intended, but the empty caravan obviously not. What were the pull / pack animals? Giant Jack Rats?
i tried to offer an item but they left it behind (could it be they can't carry stuff?)
\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.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'll be doing a few things here next. Anything anyone wants to see added?
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?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?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?
I think he means in worldgen.*DING DING DING* Haa. Okay so litter size will help a bit, because they spread way to fast.
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
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).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.
EDIT: What are the limits on a workshop's ability to do something to a creature? It can't select a script target right?
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.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).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.
EDIT: What are the limits on a workshop's ability to do something to a creature? It can't select a script target right?
Yes, it can select a script target, I do that all the time ;)
In that case: Congratulations Mithril Leaf, you have been chosen to be the kobold-baby-maker. Good luck. ;)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.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).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.
EDIT: What are the limits on a workshop's ability to do something to a creature? It can't select a script target right?
Yes, it can select a script target, I do that all the time ;)
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.In that case: Congratulations Mithril Leaf, you have been chosen to be the kobold-baby-maker. Good luck. ;)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.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).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.
EDIT: What are the limits on a workshop's ability to do something to a creature? It can't select a script target right?
Yes, it can select a script target, I do that all the time ;)
Autosyndrome, or whatever it's called these days.
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)
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)
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
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. ???
That is not the same as the catsplosion. Catsplosion causes the creature to instantly give birth. The dfusion empregnate takes 9 months longer. ;)
[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[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.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
and the worktop requires leather working to be built?
Some of the kobold castes have screwed up profession names, like Bonesaw, Ritual knife, and ScytheThats 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.
It doesn't bother me much, just confused me at first.yes
Are the Refurbish reactions intended to consume their reagents?
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?
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 ?
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.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.
I've actually seen a couple deteriorate, but I've also had some last indefinitely.
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 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.
MWDF v5.10:
Training on the Track Parcour no longer generates new trapcomps, instead the used ones are preserved.
Yes. But someone posted about that exploit and it found the way into my todo list. :PMWDF 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
[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]
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.Yeah, shovels aren't breaking. After about a month and a half. With V5.09.With temperature on?
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.
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.
Woodcarver is in the small tent....that's odd, I was sure I had checked the tent. Well, thanks!
Is stealing supposed to harm the kobold?
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?
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?
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...
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.
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
Why there kea man and badger man, that he can fisher gremlin???
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.
Their fate. The purpose of life. Destination. What they can do. How to use them?Why there kea man and badger man, that he can fisher gremlin???
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.
Ah yes they are Vonsch thanks. Any idea of how to dispose of them?
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.
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?
could you upload the save?http://dffd.wimbli.com/file.php?id=9330
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)).
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.Now that... is something I did not know.
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.
Thank you very much mister Orc!
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?
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 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.
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?
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)
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.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
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.
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?
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...
[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[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]
Awesome, thanks for getting back to me so quickly about this.
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).
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.
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.Man, you're right too! Booze for fuel, I really forget that!
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.
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.
[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.]
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.
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 have some questions about thieving system:1. I removed it because the result was too unrelyable.
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?
Also, it seems that wooden shovels dig through stone quite nicely :-\
I see.
And one more question again. How (and where) do I milk psychoactive toad?
ranged:hammer:whip
Also, if you check the actual kobold raws, you find this:ranged:hammer:whip
"hammer" skill used for the attack, ammo of type "whip"
[PROFESSION_NAME:HAMMERMAN:bola throwers:bola throwers] => hammer
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.
[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]
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!)
Should be the same tent, allthough the shovels are made in the dirtdigger.Never saw bone shovels, only wood ones.
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!)
The problem was: bone showels. Not bone weapons. Because yeah, they are cool but useless!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.
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...
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.
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)?
If its not a Taiga, Tundra or Glacier, you cant plant them.
Kobolds? herbalism-specialists? Yes, they might be able to gather them, but they don't even eat plants. ^^
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.
[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]
[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]
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.
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
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.
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.
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 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 :/
Um..So quiz time!Start butchering jack rats like crazy?
What do you do when your Kobold Camp reaches 220 population, and your river Fishing source dries up?
Let natural selection take its course? Whoever gets meat first gets to live!Um..So quiz time!Start butchering jack rats like crazy?
What do you do when your Kobold Camp reaches 220 population, and your river Fishing source dries up?
Let natural selection take its course? Whoever gets meat first gets to live!Um..So quiz time!Start butchering jack rats like crazy?
What do you do when your Kobold Camp reaches 220 population, and your river Fishing source dries up?
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 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.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 wikiSpoiler (click to show/hide)
My civilization has no choppers. Am I screwed?
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.
How long do venoms stay on blowdarts? Forever?
And what is all that leather required for? To simulate hide tents?
Side question:How a fully geared kobold (shell armor, glass weaponry) would fare on melee against common animals?
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)
are not the names of the plants in the reaction names?I must have been doing something wrong then, it was only showing leaves as the reaction option.QuoteSearching 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)
Oh -- perhaps you're on Masterwork Reborn, in which case, Sorry i have no idea!Opps forgot to mention that T_T
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 thereGremlins have hands. Anyway, I don't think there's anyway to stop th messages other than fixing the problem.
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.
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.
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?
Bone weapons are likely intended to be either early-on or stopgap weapons til you can make something better.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.
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.
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.
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.They should. They have permitted_job:miner and a digger item. I'll do a quick test run.
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.
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.They should. They have permitted_job:miner and a digger item. I'll do a quick test run.
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.
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.
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,
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.
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.
No... you dont get them when the game crashes, you get that entry in the errorlog every time you load the save.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.
*** Error(s) found in the file "data/save/Kobolds Community Camp/raw/objects/creature_random_myth_beast_standard_mdf.txt"This one. Its harmless, the creature is just lacking a geldable bodypart.
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
Please post suggestions for future kobold updates.
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.
Old stuff from another thred just to put here as part of suggestionsSpoiler (click to show/hide)
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.
I keep getting a "No Warren Master? Curious..." message after one appointed himself. Am I screwing something up?
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?
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.
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?
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)
Thats improbably to the highest degree, becauseEach 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.
The Juice Bar has some issues.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. :)
- 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.
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.
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 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.
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.
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.
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.
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.
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 a question: Which skill does the Bola and Sling use for Ranged Weaponry?.
Just switch bonemeal to non-economic on the stones list.
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...
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...
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?
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?
And kangaroo hair thread can be spun, but cannot be stockpiled or traded. Or woven, as far as I can tell. Can be dumped.
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.
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...
when you have a reaction in reaction_dwarf_civ.txtYou need to add another BUILDING entry to that.Spoiler (click to show/hide)
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 :)
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?
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.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.
Wow! Thanks! This will help a lot!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!
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
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.'
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)
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?
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).
Hello!
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).
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!