I have an important question, how can you call something made by succubi?
For orcs, you have 'orcish' but for succubi, is it's 'succubish', 'succubic', plain 'succubi'?
Well, if you want to go with the corruption theme, would it be possible to have all the captured races only produce more succubi - or perhaps cambions or generic intermediate demons, whose offspring are then succubi? If it wouldn't probably mess up worldgen, I'd even suggest having succubi be sterile.
I have an important question, how can you call something made by succubi?
For orcs, you have 'orcish' but for succubi, is it's 'succubish', 'succubic', plain 'succubi'?
Well they are Demons, lust demons at that so "Lustful"?. It would fit if you are going to add the temples to the 7 D.sins "Wrath sword" "Sword of wrath" "Lust sword" "Sword of lust" etc, but im sure that would be to many names :) .
Oh wait what, race name?
I thought you were talking about adjectives. :o Like Succubus:Succubi:demonic.
I shouldnt skim threads so much.
In the mod with 34.11 or the new one? Because that old 2000-4000 undeads shouldnt happen in the new version.
Now that you mention, I may have screwed up orientations too assuming that they'd try and have kids without marriage, being french and all...
I don't believe that you can assign a soul to an item but perhaps a key/value table can be stored. Then a reaction can lead a succubus into eating souls, getting a small boost in attributes but also 20% of it's experience, personality changes and even incoherent thoughts doing so (and fat). It can go beyond evil, by eating your own succubi souls to salvage a legendary skill.
For the issue of getting overrun by humans, perhaps you could also have them have multiple births more often. Since they reproduce at roughly one-fifth the speed, having them be likely to have quintuplets should even things out.
I'm also trying to add flavor in their descriptions, succubi would be born with tiny horns and tail and it would grow slowly, an elder succubus should have impressive horns. None of that is showing up for now. :P
Another thought that sprang into my mind; Once Toady has it set so that multi-race forts are a thing, you are going to want a reaction that allows resident non-succubi to self corrupt.
Arent leaders picked by their social skills, like the mayor/exped leader?
The only reason the butchery option has no downsides is because a better option doesn't exist. :P
I have always wanted wanted to write a script that allows you to manipulate actual souls, but never had the excuse to do it. Extract them, eat them, fuse them, store them, swap them, implant them, raise them as ghosts...
Dont you use all the scalps though? they are based on the same concept.
This is certainly getting interesting. :D
Well, it seems that zombies do not, in fact, have souls. Creatures can live without them, although they can't learn - experience is applied to whichever soul is active at the time.
Viewing soul-less civ members in fortress mode will, unfortunately, result in a 'text generation failed' error message. This is less of a problem if they are actual zombies, I suppose, although controlling them could be an issue.
Yeah, it would be cool. I don't think that multiple personalities are actually supported yet, but a single unit can store as many souls as needed. Only one is manifest at a time, but a script could be used to switch them.
Some soul things can be a little counterintuitive, though. Thoughts are not contained in souls, but mental attributes, skills, preferences, and personality is. Souls also have a species and caste identity, sexual orientation, a civ id, and a 'cultural identity' separate from the civ id, whatever that means. Stress levels also seem to be contained in souls, which can prove...interesting for those who will habitually eat the souls of the creatures they tortured to death.
Cloning or swapping souls is actually a fairly simple matter of copying the entire soul over the target creature. It seems that souls are simply elaborate data tables, not actual in-game objects. I just implanted the soul of a female camel into a human male. No obvious effects, except that he doesn't seem to be able to learn skills anymore. Of course, I'm still in Arena Mode. Things might get more interesting with creatures that actually belong to civilizations and such.
Maybe succubi could eat the powerful souls, and burn the unskilled ones into something to run their forges with?
I think manipulating the systems already in the game would make the most sense. Demons do indeed have souls, and quite powerful ones at that. I imagine eating them would be a fast way to level up.No to that NATURAL_SKILL thing. I've played fortresses with creatures that have natural skill. Kobolds in Masterwork even have them. I think gnomes, which you even designed have them too! In those cases they definitely start with that amount of experience. I've realized you might mean creatures that can't gain skill, but have natural skills. If that's the case then that's pretty interesting.
Although, strangely enough, creatures with NATURAL_SKILLs such as demons are not generated with actual experience points; only an effective skill level. I'm not sure what that means practically, it could be that artificially boosted skills will not level up normally, you would have to actually reach that point in real experience before you could level up further.
Maybe when eating a soul, the creature could be boosted with a percentage of both their skill level and their experience level separately. So nomming demon souls would let you reach level 10 fast, but you'd still have to go through the same amount of combat experience to actually reach legendary levels.
Good news, I ported the summoning system to 0.40 with a lot of improvements. Spawnunit has been modified to act as a library with a semi object behavior. You can set its parameters before asking it to place the units, including the number of copies of the creature you want to spawn, allowing to summon a several creatures in one go.
It also returns the created units in an array for your script to edit further, this allows to perform further actions without hacks.
Now I have to add the actual creatures to summon.
Good news, I ported the summoning system to 0.40 with a lot of improvements. Spawnunit has been modified to act as a library with a semi object behavior. You can set its parameters before asking it to place the units, including the number of copies of the creature you want to spawn, allowing to summon a several creatures in one go.
It also returns the created units in an array for your script to edit further, this allows to perform further actions without hacks.
Now I have to add the actual creatures to summon.
While you are working on that, might you consider taking the Cotton Candy off the list of usable regents for summoning? It feels a bit strange using the mineral intended to separate the demons from the surface to summon more demons to the surface. :p
Maybe have normal dogs. Make ritual, transform into fireimmune 2headed Orthus. Make second ritual, transform into firebreathing, fireimmune 3headed Cerberus.
If Cerberi and Orthi don't breed (supernatural demon beings and all) then people have to choose between their dog kennels that multiply, or strong war beasts. And it would make it easier to embark with the cheaper, weaker normal dogs (closer to vanilla and therefore easier to understand), but you open up ways for late game tech with the pet upgrades in form of demonic possession (Orthi/Cerberi). :D
Since summoning will require more debugging, and the dfhack 0.40.24 r2 offer an occasion to better factorize scripts, I am skipping ahead towards corruption. Castes are already prepared, with new ones for orcs and gnomes to be transformed into.
Since summoning will require more debugging, and the dfhack 0.40.24 r2 offer an occasion to better factorize scripts, I am skipping ahead towards corruption. Castes are already prepared, with new ones for orcs and gnomes to be transformed into.
Out of curiosity, when MDF eventually moves to the new version that Toady is working on now with multi-race forts, do you plan on keeping corruption more or less the same? It would be cool if corrupted units were alternate castes of their original race, so that way they can use their original race tile set and players can tell who is what at a glance.
I just released corruption for vanilla here (http://www.bay12forums.com/smf/index.php?topic=124135.msg6021343#msg6021343). You can install it in masterwork by deleted all the *masterwork_import.txt files before unzipping.
It's still experimental because I cannot just pop sieges anytime. By the way if you could send me saves with sieges that would be neat. It does not matter what race is attacking or what version of mdf is running.
Anyway, try it and tell what do you think of this. :P
One inorganic with all syndromes works.
What is the patch supposed to do exactly? I installed it as described and I was then unable to activate succubi as a fort race. I can still set them as active, but they become grayed out under both fort and adv.
Strange thing happened when I was making bone wheelbarrows at the bone carver's shop... Scheduled it once. No repeat or anything. Used up all of my bone(about 20) and made like 20 or so wheelbarrows... O.o Gonna try again when something else gets butchered.
Next up is AddPetToCiv to remove cats and dogs and replace them with fire imps and orthi.The only way to remove pets is to remove the pet or common_domestic tags from them. In Masterwork 6.2 I had no common_domestic pets at all, I individually added all pets by hand with AddPetToCiv.
Good news: Do you remember when using AddPullToCiv on an petless civ caused empty caravans? This does not happen anymore.Even the caravans without wagon?
Good news 2: This fixes the dark fortresses bad fps in adv mode.
I am making my first big mod and I would like to get a couple pointers before I dive into the magma sea. a part of the civ/caste that I want to do is have them assimilate into other civs and be able to have offspring in a similar style that it appears the succubi and the night trolls use but in reverse like a doppelganger if you will.
basically in short form this is what I want the mod creature to do.
be able to enter a map with migrant waves and/or separately
have them be able to get into relationships with the inhabitants
have offspring preferably half-breeds
basically any starting tips would be appreated.
Is their any way to put some sort of requirement on the breeding ratios to make it that half-bloods only happen from inter-caste breeding?This is not the place for modding question.
Also is their a way to do the opposite of a curse like some sort of bestowed gift or do I have to treat it like a regular curse?
and if so is their a way to create some-sort of were-dwarf or equivalent and make it where a domesticated animal lets say a cat will spawn with a chance of having a were-dwarf curse, and not have it go beserk when it transforms or is that kind of reaction not possable.
i figured to ask my questions in this thread since the succubi are very similar to what I wanted to create which in simplest terms they do what a succubi does but they are nomads of sorts. and I figured that Boltgun would be very knowledgeable on the questions I have.
and as far as the were-dwarf it is the opposite of say a were-chinchilla. instead of lets say a dwarf changing into a twisted chinchilla shape a creature would get twisted into dwarven shape (or what ever the civ you are playing as.)
If I am just using them incorrectly I would be more than happy to change, its just, right now it seems easier for me to build a working magma pumpstack to the sea than it does to get a room filled from the well.
Edit: Perhaps of interest, when Succubi go to clean themselves, they appear to consider lava a valid place to clean just like they would a pool of water, but then cancel because its dangerous terrain.
Why I cannot make Hive, Nestbox or steepladder?
I'm ok with this. Post away.Right on. I pmed Boltgun. There's a few things that we could discuss in public, like having the conversion process be based solely around prisoners being converted straight to your citizen's list, similar to how you would train animals, rather than having to build the den of iniquity and do some shinanigans. I understand that it's probably really difficult to code, so it's a workaround of sorts, but if it were possible this way instead, I feel it would improve the gameplay quite a bit. I'll get to this later though.
The only thing I needed to change in the mod were the concubines, because the game also had kids of that caste. NSFW content will be fine, if there is something too explicit (especially abuseable things in adv mode), I'll say something.
Soo..wtf happened to the succubi? Every time I attempt to play them, they're missing essential buildings and can't even build minecarts or wheelbarrows!
I've tried deleting masterwork, downloading again and re-installing but the issue continues. I even exported select files from the stand-alone succubi mod but it doesn't play nice when attempting to mix with masterwork files.
Edit: Nevermind my "derp." It pays to read the whole thread..or, you know, one page back! Works fine, now.
So... I had a troglodyte break into my fortress, and a bunch of succubi ran after it. when they started meleeing it, it exploded into magma and fire. in the middle of my wood stockpile. anyone have an idea of why this happened? these were utterly unupgraded succubi, I just drafted them all when I noticed all the trogs in my base.
I must be doing something wrong, or my Succubi are abnormally..."friendly." Even after years of work and plenty of exporting wealth, I have yet to see a siege show up. Even being surrounded by hostile civs.Dammit, why are there even crashes? Reborn should be super stable, there are no bugs in the raws, less dfhack scripts, newer DF version, no .exe-patching...
Getting a fort to last several years is a struggle, though. So..many..desktop crashes...
I must be doing something wrong, or my Succubi are abnormally..."friendly." Even after years of work and plenty of exporting wealth, I have yet to see a siege show up. Even being surrounded by hostile civs.Dammit, why are there even crashes? Reborn should be super stable, there are no bugs in the raws, less dfhack scripts, newer DF version, no .exe-patching...
Getting a fort to last several years is a struggle, though. So..many..desktop crashes...
Most seem to be occur when I access the building menus and try to select something to build. Boom, crash. Randomness.I remember that one from linux and mac, when using True-type-font. Shouldnt happen at all with Twbt.
QuoteMost seem to be occur when I access the building menus and try to select something to build. Boom, crash. Randomness.I remember that one from linux and mac, when using True-type-font. Shouldnt happen at all with Twbt.
As much as I love MWDF, I can't play it anymore.Could you give me more info about your machine, OS, mod version, etc?
Something about my machine does not like it. I'm now crashing when I even attempt to move the courser around, and when I let it sit paused.
Shelving my dungeons until I figure out what the heck is screwing up my game.
I may have found my issue...further testing is going to be required, but I think I found it.
..I'm a disgrace to my career, though. I failed to do one of the top 3 steps all tech support professionals will tell you.
I may have found my issue...further testing is going to be required, but I think I found it.
..I'm a disgrace to my career, though. I failed to do one of the top 3 steps all tech support professionals will tell you.
restart that damn machine! ><
am able to reproduce the crash by using df hack's building commands (boxes - hollowed and not) walls and floors, sometimes they work. sometimes they just crash soon after some construction begins, generally after the 10th or so block is placedThis should probably be reported to the dfhack crew.
https://www.dropbox.com/s/nzrs0n19k6bonpb/dwarffortressmapcrash.7z?dl=0 (its dwarves not succubi but still... the proof, game crashes (forme) 4 out of 4 times about 5 mins into game)
I get crashes when building outdoor, using dfhack or not. It's related to trees afaik.Yes, that is known vanilla DF crash.
In regards to the crashes I've been experiencing.
I took my Masterwork folder off the laptop, Win 8, which I had been using it on and put it on my desktop, Win 7.
Same map, same features, settings, etc.
So far, after 10 years on a single fort, I can happily report 0 crashes.
The oddest thing is that my laptop's hardware is actually a bit better than my desktop. More RAM, more space, better processor, higher graphics card, etc.
Once again, I am going to have to blame Windows 8.
In regards to the crashes I've been experiencing.
I took my Masterwork folder off the laptop, Win 8, which I had been using it on and put it on my desktop, Win 7.
Same map, same features, settings, etc.
So far, after 10 years on a single fort, I can happily report 0 crashes.
The oddest thing is that my laptop's hardware is actually a bit better than my desktop. More RAM, more space, better processor, higher graphics card, etc.
Once again, I am going to have to blame Windows 8.
Couldn't give you any hard facts, but my observations of people commenting about crashes of both vanilla and modded df is that most of them have been due to windows 8. It's a demonstrably worse operating system from a gamers perspective.
It's Microsoft following it's old pattern where Windows is concerned, unfortunately. One version will be good, fairly stable and very usable. The next version (promising to be so much better) is crap when compared to it's predecessor and never does catch up before the NEXT version is released, which will be the next stable, usable version everyone goes for.
At least its not Vista.It's Microsoft following it's old pattern where Windows is concerned, unfortunately. One version will be good, fairly stable and very usable. The next version (promising to be so much better) is crap when compared to it's predecessor and never does catch up before the NEXT version is released, which will be the next stable, usable version everyone goes for.
That's the Windows cycle. Sales are stagnating -> MS makes something 'fresh' and 'new' -> we're lost + apps stop working -> MS restore windows XP interface -> we're good -> sales are stagnating...
Windows jokes aside, I do have a question about the Succubi in Reborn.
Was Summoning altered in such a way that you require a different unit to spawn from, or does the lua script spawnunit provide for this without a "caged chicken" nearby to turn into the creature you are calling? So far, I've yet to successfully summon so much as a Nightmare, and I've only got access to Nightmares and Frog demons, and they only being available at embark.
I vaguely recall succubi being immune to evil rains. Is this still the case?
Are succubi just better at surviving evil biomes, or do they actually benefit from being in them in any way?
Are succubi affected by cave adaption, and is it any different than with dwarves?
Why my succubi not use pot as a container as barrel? I remember it should possible but none of them use pot...
They use pot, I double checked. Just they dont use it as frequently as barrel. Another question is where can I store my gem made furniture. There is no "gem made" material option for furnitures in the stockpile. Thanks.
The fact that succubi combust on death (probably something to do with that temperature bug) is really cool, though it makes it difficult to bury corpses. a weregirrafe killed one of my succubi and her death burned the entire surface area to the ground.
The fact that succubi combust on death (probably something to do with that temperature bug) is really cool, though it makes it difficult to bury corpses. a weregirrafe killed one of my succubi and her death burned the entire surface area to the ground.
Yes, it's really great. I need to double check if they disappear because it should instead leave a fireproof corpse that cause fire through heat instead of a spontaneous combustion. At worst, I'll make slab making easier to compensate.
That's not a bug I want to fix anyway, it's really nice.
Oh good so I can completely ignore my textile industry? because I always get that up and running *way* too late.
"floating flass furnace"
"developped"
The castesSpoiler (click to show/hide)
Slade Crucible: Slade is great as a building material as it is both free and difficult to handle, but I do not know what purpose slade metal will achieve here. I plan to explore flesh shaping instead.Slade metal, very heavy, good blunt weapon and trap-comps, good ballista ammo, and nearly impenetrable armor that makes the user really slow to move.
Thorny plants: I like that, I'll remove all trap comps and let you use these plants as a replacement for corkscrews.Corkscrews are used in pumps...
Slade metal, very heavy, good blunt weapon and trap-comps, good ballista ammo, and nearly impenetrable armor that makes the user really slow to move.
Corkscrews are used in pumps...
QuoteSlade metal, very heavy, good blunt weapon and trap-comps, good ballista ammo, and nearly impenetrable armor that makes the user really slow to move.
I made tests with afelsteel (a very heavy steel, will be part of a future corruption system) and unfortunately it seems that master armor users are not affected by weight at all. I'll test with slade but I want to avoid making masters even more impossible to kill. Itemsyndrome might help to create a trade off.
Boltgun... custom decorations work. What do you need?
Perhaps; however, I'm leery to start selling off my craft goods now because one in three seem to be masterworks, which will ultimately cause freakouts, I sold four masterworks by one guy and he flipped his bananas pretty bad, didn't go full-blown spiral, but I can't stop looking at my finished goods stockpile and seeing a powder-keg ready to go off if not managed correctly.
Perhaps; however, I'm leery to start selling off my craft goods now because one in three seem to be masterworks, which will ultimately cause freakouts, I sold four masterworks by one guy and he flipped his bananas pretty bad, didn't go full-blown spiral, but I can't stop looking at my finished goods stockpile and seeing a powder-keg ready to go off if not managed correctly.
Did you assign them into team Evil? In this team you have less migrations and trading masterworks will cause this stress. You can fix that either by:
- making sure that the succubi are a slaver civ and generate a new world
- or going into you save (Dwarf Fortress/data/<save>/raw/object) and open entity_slaver_succubus with notepad++ or sublime text and removing [ITEM_THIEF].
Sieges will come out once you have produced enough goods. Friendly werebeast seems to be a DF bug, they are not friendly at all.
Some good suggestion here, buying sentient slaves could be a way to boost the population if you get no migration because you should be able to corrupt them. I'll keep that in mind.
BY the way, I'd like some data on FPS if possible. In particular how slower the game get while playing succubi in comparison to dwarves.
/// These two are toggled in one option, the Team. Can be "none, babysnatcher, itemthief, both". Option names are "civilized, savage, slaver, evil"Yet I get itemthief alerts with this save when traders take my masterworks away.
YES_BABYSNATCHER_SUCCUBUS[BABYSNATCHER]
!NO_ITEMTHIEF_SUCCUBUS!ITEM_THIEF]
Okay, so I have started getting succubus sieges, while I am a succubus fort. The sieges pop in, and then in the next frame vanish. Its like the army has a value-radar they are using to target me, but when they arrive they realize I am part of their civ so they just leave. Single frame sieges can't be intended behavior.Thats strange. What does the civ say when you press C? Any Succubi civ you are at war with?
Any of this helpful?
(http://i.imgur.com/xs1HIo2.png)
I've being thinking about adding ornate furniture too: Mirrors, luxurious sofas, etc. contrasting with the blood and brimstone. If we could pick a style I'd go for art nouveauAlright, I'll have a look. They will all have perspective issues though.
Okay, this is weird for me. According to the launcher, the succubi should be allied with orcs and gobs right? Because in your games they act as item thieves and are sided with necros and were beasts. The race is not designed to be item thieves. They can be for challenge but by default they are better off being babysnatchers only.
Also if you are allied with werebeast, they will always attack. They are crazed. And the home civ should never attack in any circumstances. Those are the limitations of making entities of crazy monsters. I can use your saves to figure more clearly what is going on there.
Likewise, if you get a necromancer (or something similar) who creates stuff that is opposed to life, it will be hostile. You can try capturing and corrupting the necro for fun but the creatures it rises will attack your citizens, that's a vanilla mechanic that can be weaponized with creature stockpiles and windows management.
That's vanilla behavior, entertainers and mercenaries go wherever they want without regard for diplomacy. A few months ago I got an entire troupe of goblin bards.Actually I believe Toady himself has specifically said that they won't visit civilizations they're at war with. However, having goblin bards doesn't mean bards from a goblin civilization. Goblins could easily end up in a human civilization and start a band. This is even more likely with humans joining a baby snatcher friendly civilization, as they specifically take humans and forcibly make them join their civilization. For the person with the human visitors in the succubus civ, I'd check the 'c' screen and see if humans are on it. If you haven't had any sieges from them either then not having them there means they're from some other civilization, and having them means they were, but if you have had a siege from them then it doesn't really mean anything both things are still possible.
Major bug fixesI came here to post the same. :D
(*) Stopped masterpiece trading from causing artisans to suffer effects of art defacement
Finally managed to wake one up without it crashing the game. So far, all it has done is punch the miner once doing no real damage, then wander my fort smashing down doors. My succubi seem to ignore it, and it ignores them. All it cares about is breaking doors.
Boltgun, I have to sort the items in item_succubus.txt into other files.
TWBT is still reading out raws alphabetically and assigning numbers to items. If you look into item_armor.txt for example, I added my new plate armor at the very bottom, with a "NO TWBT YET" note on it.
Your items jumble up the order and all the ingame item sprites are mixed up. I just noticed that when I made a dagger and it looked like a flail. I will move all your items to the bottom of the fitting files; gloves in item_gloves, pants in item_pants, etc.
Just wanted to let you know.
EDIT: Ignore everything I just wrote. Easier solution: Rename item_succubus to item_z_succubus. Done. all fixed.
So, in order to summon a tentacle monster, you need a drink and some Nightmare milk, generic milk doesn't work. If milk is standardized you can't summon tentacle monsters.
2 things I noticed while playing succubi in the latest MW version:
1) Succubi keep getting regular migration waves although they are supposed to only get the first 2 forced waves and then convince prisoners to join them.
2) Succubi have no access to their advanced alloys stygium and afelsteel. You can buy them in small amount from traders and abuse the melting exploit to get more but I think it would be more fun if succubi could smelt their own advanced metals. It just extremely painful to get 4 bars once per year from the caravan.
I know the Styg and Afel are currently trader only, Boltgun is still doing the method to make them on site, but I think it only says that in his vanilla succubus thread, so you wouldn't know unless you read both threads.
Migration is supposed to stop? It seems to follow your pop settings just fine.
I tried to summon a fell spirit via portal, which requires a bronze cage, rose gold and slade slabs, but it still showed the slabs red although they were in a stockpile right next to the summoning portal.
Tentacle monsters, spirits of fire and fell spirits all share the key shortcut [t] in the summoning portal.
Frog demons and decay brutes show up as 'citizens' in Dwarf Therapist. Some of the frog demons look as if the could haul items in DT but most have any work disabled. It doesn't seem to depend on them being children or adults or what profession they have.
I can turn human visitors in the tavern into devils with the Den of Inquiry. They don't become part of my civilisation - BUT if I accepted them as temporary citizens into my militia first they suddenly have all their jobs enabled. This seems to be a nice and quick way to generate some cheap human haulers who can also swing an axe. I like! =3
Maybe the other visitors should also become proper citizens for consistency?
Currently I'm on an embark with nagas, goblins and orcs as neighbors and they are all at peace with me. If it wasn't for the occasional werebeast or living stone I'd have no fights at all. Would it be possible to bump the hate factor for succubi up during world gen to get more enemies?
I streamed some df yesterday and TWBT crashed on me. A lot.Any details? I did not have any crashes with TWBT, except when zooming farther out than the max (which is known). Sure it was TWBT?
First crash was as soon as I awaken a stone creature from digging, the second one I cannot tell. I was on a mountain and I guess new creatures entered the map.Interesting. Because people have been reporting crashes with TESB, the earth strikes back, after awakened stone happens. Not with TWBT. You think that the two scripts would clash somehow?
Either way I had no crash anymore after going back to 2D.
I have a fix for the crashes associated The Earth Strikes Back, and it will be in the next Friday release of Masterwork (the bug was actually in DFHack). What confuses me though is that in my testing I only ever got a crash immediately (very rare) or when the creature left the map... but players are describing slightly delayed crashes that I can't reproduce.First crash was as soon as I awaken a stone creature from digging, the second one I cannot tell. I was on a mountain and I guess new creatures entered the map.Interesting. Because people have been reporting crashes with TESB, the earth strikes back, after awakened stone happens. Not with TWBT. You think that the two scripts would clash somehow?
Either way I had no crash anymore after going back to 2D.
I have a fix for the crashes associated The Earth Strikes Back, and it will be in the next Friday release of Masterwork (the bug was actually in DFHack). What confuses me though is that in my testing I only ever got a crash immediately (very rare) or when the creature left the map... but players are describing slightly delayed crashes that I can't reproduce.
As far as I can tell, any Text-Will-Be-Text crashes are completely unrelated.
I went through a lot of minor features. The Toad demons has been made intelligent and DF handles that perfectly.
I did not see them haul yet but they can do labors and join the military. Since they cannot join the nobility as intended, you will need a mistress to lead them, but otherwise you can have squads of Toads armed with great axes. I did not try to make armor for them yet but that should be possible as you can size items now.
They are super bad at labor except mining and wood cutting, and have normal military skills progression. Oh, and you can play as a Toad demon adventurer too.
Hah! I wondered where those toad demons were coming from! Out of my three forts, each time ONLY toad demons have come to trade with My Kobolds of all things. Not even Kobold caravans are coming, but the Toad Demons come to trade copper goods and other stuff like clockwork.
Would it be possible to have horn and hoof covering weapons? Every now and then my troops are using them in battle instead of their regular weapons, and while hoof kicks do great for the civilians in fights vs wildlife, I would hope my alefsteel geared folks to actually use said alefsteel.
Also, succubus trained in dagger get the title "Inductee". I have 2x lvl12 dagger users, standing next to my lasherlords and such. It just seems a little silly.
Edit: You can't put metal gear on the horns/hoofs, but could we perhaps change the materials to metal via in-game reaction? That could be one of the magic reactions perhaps? Turn your militaries horns to styg bronze or obsidian or something.
No issues with building-destroyer pets?
I'll remove themAww i liked them :(
Is anybody else having issues with succubus mode crashes?
I have a recurring crash where I select a succubus-specific building to be built, it goes into building planner mode, and if I move the outline more than 4 squares in any direction it crashes, and sometimes it crashes outright when selecting the building.
Quicksaved just before it so I'm sure this is causing it.
Other important info: site was abandoned and reclaimed.
QuoteI'll remove themAww i liked them :(
I have a recurring crash where I select a succubus-specific building to be built, it goes into building planner mode, and if I move the outline more than 4 squares in any direction it crashes, and sometimes it crashes outright when selecting the building.that reminds me of an old bug when people on linux/mac tried to use TTF... but no idea what could cause it now.
What exactly is a decay brute?
Why not call it that?What exactly is a decay brute?
It's the Dunwich Horror, if you are familiar with Lovecraft.
Why not call it that?
Why not call it that?
They were originally named Yog Shothoth spawns, made with the insane description from the story.
I shaved direct reference to Lovecraft many versions ago for more DF immersion, I guess hardcore fans might still recognize it.
// Glass
// Clear
[REACTION:CLEAR_GLASS_ITEM_WEAPON_BOW]
[NAME:Make clear glass bow]
[DESCRIPTION:Turns 3 pieces of clear glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:CLEAR_GLASS]
[CATEGORY_NAME:Clear Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from clear glass]
[CATEGORY_KEY:CUSTOM_G]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:CLEAR_GLASS_ITEM_WEAPON_WHIP]
[NAME:Make clear glass whip]
[DESCRIPTION:Turns 3 pieces of clear glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:CLEAR_GLASS]
[CATEGORY_NAME:Clear Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from clear glass]
[CATEGORY_KEY:CUSTOM_G]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_W]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:CLEAR_GLASS_ITEM_WEAPON_WHIP_BLADE]
[NAME:Make clear glass blade whip]
[DESCRIPTION:Turns 3 pieces of clear glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:CLEAR_GLASS]
[CATEGORY_NAME:Clear Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from clear glass]
[CATEGORY_KEY:CUSTOM_G]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP_BLADE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:CLEAR_GLASS_ITEM_WEAPON_PITCHFORK]
[NAME:Make clear glass pitchfork]
[DESCRIPTION:Turns 5 pieces of clear glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:CLEAR_GLASS]
[CATEGORY_NAME:Clear Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from clear glass]
[CATEGORY_KEY:CUSTOM_G]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:5:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_PITCHFORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:CLEAR_GLASS_ITEM_ARMOR_CORSET]
[NAME:Make clear glass corset]
[DESCRIPTION:Turns 3 pieces of clear glass into armor.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:CLEAR_GLASS]
[CATEGORY_NAME:Clear Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from clear glass]
[CATEGORY_KEY:CUSTOM_G]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CORSET:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
// Cristal
[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_BOW]
[NAME:Make crystal glass bow]
[DESCRIPTION:Turns 3 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_WHIP]
[NAME:Make crystal glass whip]
[DESCRIPTION:Turns 3 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_W]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_WHIP_BLADE]
[NAME:Make crystal glass blade whip]
[DESCRIPTION:Turns 3 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP_BLADE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_PITCHFORK]
[NAME:Make crystal glass pitchfork]
[DESCRIPTION:Turns 5 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:5:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_PITCHFORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_CRYSTAL_ITEM_ARMOR_CORSET]
[NAME:Make crystal glass corset]
[DESCRIPTION:Turns 3 pieces of crystal glass into armor.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CORSET:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
// Green
[REACTION:GLASS_GREEN_ITEM_WEAPON_BOW]
[NAME:Make green glass bow]
[DESCRIPTION:Turns 3 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_SHIFT_B]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_GREEN_ITEM_WEAPON_WHIP]
[NAME:Make green glass whip]
[DESCRIPTION:Turns 3 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_W]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_GREEN_ITEM_WEAPON_WHIP_BLADE]
[NAME:Make green glass blade whip]
[DESCRIPTION:Turns 3 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP_BLADE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_GREEN_ITEM_WEAPON_PITCHFORK]
[NAME:Make green glass pitchfork]
[DESCRIPTION:Turns 5 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:5:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_PITCHFORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_GREEN_ITEM_ARMOR_CORSET]
[NAME:Make green glass corset]
[DESCRIPTION:Turns 3 pieces of green glass into armor.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CORSET:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
All three glass types, clear/green/crystal, need clear glass as reagent.
sleep-to-death bug.Do they have NOSTUN? I remember an old bug with units having NOSTUN being unable to wake up, because the first tick after sleeping they should be stunned. (weird vanilla DF behaviour)
. The corpse is kept in vanilla but in generic tissues in masterwork does that.Ups... I can fix that, if you want. Or you keep burning corpses.
I'm not sure if I'm doing something wrong, but Frog Demons seem to die of dehydration no matter what I do. They get hungry and thirsty but don't eat or drink, and nobody gives them any food or drink.
maybe we'll get magic back
The first batch of magma also doesn't fall if it's created in open space with no floor.
This reminds me that I need to add tablets and a stone equivalent of bamboo scrolls (http://i01.i.aliimg.com/img/pb/260/163/821/821163260_455.jpg). I'll try to insert that for this friday or the next.
(1 stone -> 1 tablet, 1 stone + 1 String -> 3 scrolls)
Once I get magic to work, I also plan to have it written down for adventurers to learn.
Edit: Depending of how well syndromes work, nudist squads might be a thing in the near future. ;)
I'll need some help for the next updates. Since I cannot invoke sieges at will, testing is getting really hard. So if you have an invasion, I'd love you to zip a save and send it my way. The best would be to have a dwarf or human siege with their campfire and an undead attack.
that looks neat.
how do you plan to get scubbi to write down there magic?
Partially unrelated, but related:
@Boltgun, I totally would watch you streaming your modding/testing on twitch if you do that again!
Godspeed,
-twryst
// Cristal
[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_BOW]
[NAME:Make crystal glass bow]
[DESCRIPTION:Turns 3 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_CRYSTAL:NONE]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_WHIP]
[NAME:Make crystal glass whip]
[DESCRIPTION:Turns 3 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_W]
[REAGENT:A:3:ROUGH:NONE:GLASS_CRYSTAL:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_WHIP_BLADE]
[NAME:Make crystal glass blade whip]
[DESCRIPTION:Turns 3 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_CRYSTAL:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP_BLADE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_PITCHFORK]
[NAME:Make crystal glass pitchfork]
[DESCRIPTION:Turns 5 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:5:ROUGH:NONE:GLASS_CRYSTAL:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_PITCHFORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_CRYSTAL_ITEM_ARMOR_CORSET]
[NAME:Make crystal glass corset]
[DESCRIPTION:Turns 3 pieces of crystal glass into armor.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_CRYSTAL:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CORSET:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
// Green
[REACTION:GLASS_GREEN_ITEM_WEAPON_BOW]
[NAME:Make green glass bow]
[DESCRIPTION:Turns 3 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_SHIFT_B]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_GREEN:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_GREEN_ITEM_WEAPON_WHIP]
[NAME:Make green glass whip]
[DESCRIPTION:Turns 3 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_W]
[REAGENT:A:3:ROUGH:NONE:GLASS_GREEN:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_GREEN_ITEM_WEAPON_WHIP_BLADE]
[NAME:Make green glass blade whip]
[DESCRIPTION:Turns 3 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_GREEN:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP_BLADE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_GREEN_ITEM_WEAPON_PITCHFORK]
[NAME:Make green glass pitchfork]
[DESCRIPTION:Turns 5 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:5:ROUGH:NONE:GLASS_GREEN:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_PITCHFORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:GLASS_GREEN_ITEM_ARMOR_CORSET]
[NAME:Make green glass corset]
[DESCRIPTION:Turns 3 pieces of green glass into armor.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_GREEN:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CORSET:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
pure speculation here, but could the issue be with df hack? considering its only the summoned one that causes the crash it might have to do with spawn unit not flipping on some variable.There was a bug in create-unit.lua, but it affected wild animals, not domesticated ones. If the creature was spawned with the domesticated option then it shouldn't be the cause of the crash. But worth checking that it was, in fact, domesticated.
I would compare the othruses (orthri?) with gui/gm-editor and compare all the information.
you probably already had this entire chain of thought though.
You can summon HFS from the summoning pit just like any other pet, so bringing them from embark does kinda make sense.
Quite a few new pets. One of them was Blizzard Men for 1 point. Turns out, Blizzard Men are 95% citizens, they can do everything but be nobles. This is possibly a mite overpowered.
Well, its not just DFhack. Its the game in general that just crashes after about 5 minutes of gameplay as well. Probly DFhack related as well?
EDIT: sigh, and another Succubus fort bites the dust due to DfHack before I can even get through a year. This is agonizing that I can't seem to continue past a few months with Succubi. >.<
Well, its not just DFhack. Its the game in general that just crashes after about 5 minutes of gameplay as well. Probly DFhack related as well?Smake reported to me that he had a lot of crashes with TWBT, but NONE without TWBT.
EDIT: sigh, and another Succubus fort bites the dust due to DfHack before I can even get through a year. This is agonizing that I can't seem to continue past a few months with Succubi. >.<
Well, its not just DFhack. Its the game in general that just crashes after about 5 minutes of gameplay as well. Probly DFhack related as well?Smake reported to me that he had a lot of crashes with TWBT, but NONE without TWBT.
EDIT: sigh, and another Succubus fort bites the dust due to DfHack before I can even get through a year. This is agonizing that I can't seem to continue past a few months with Succubi. >.<
Same for me, except that twbt does not crash in my vanilla build. Either the version you have is different or having more graphics causes the crash. I could not eliminate clues enough to make a bug report.It does have more tilesets... I could get the number down a bit by merging them, but I'd have to redo all the override files. :/
Damn...so other than the fact it might be TWBT, no real idea what causes the crashes?
EDIT 2: Alright, I did your Fix, replacing the Masterwork hack/plugin folder. While playing without TWBT allowed the game to run without crashing idly for ten minutes, as soon as I did a crt-alt-s, the game crashed again for me still.
maybe for the succubi the land generation would be diffrent so that the adamatine would be generated in the sky, and if you dug to far up it would break a hole in heaven which would lead to your fortress being attacked by angels which are the same as demons but good so they are evil to succubiIt would be awesome if the game supported embarking into the first cavern or something, so that you'd have to dig up to the surface world, but at the moment it does not.
maybe for the succubi the land generation would be diffrent so that the adamatine would be generated in the sky, and if you dug to far up it would break a hole in heaven which would lead to your fortress being attacked by angels which are the same as demons but good so they are evil to succubiIt would be awesome if the game supported embarking into the first cavern or something, so that you'd have to dig up to the surface world, but at the moment it does not.
To get closer to your suggestion, a siege of angel-like beings would spawn when a Succubi fort breached the surface. That would make it a bit difficult to interact with other civs, though.
Well, we have a teleport script, which transfers items and units... embark as succubi, instantly teleport everything, unreveal the surface, and run rev-flood to reveal the cavern you were teleported to. (or HFS, as you like)maybe for the succubi the land generation would be diffrent so that the adamatine would be generated in the sky, and if you dug to far up it would break a hole in heaven which would lead to your fortress being attacked by angels which are the same as demons but good so they are evil to succubiIt would be awesome if the game supported embarking into the first cavern or something, so that you'd have to dig up to the surface world, but at the moment it does not.
To get closer to your suggestion, a siege of angel-like beings would spawn when a Succubi fort breached the surface. That would make it a bit difficult to interact with other civs, though.
I wish I could do that, I hoped that you could embark in hell and dig your way up. You'd meet races and going to high will start human invasions. It would not be as damaging as breaching the HFS, but you'd get yearly sieges.
Also you'd have troubles with warlocks summoning your succubi away, or priests using rituals to weaken your fort.
Well, we have a teleport script, which transfers items and units... embark as succubi, instantly teleport everything, unreveal the surface, and run rev-flood to reveal the cavern you were teleported to. (or HFS, as you like)maybe for the succubi the land generation would be diffrent so that the adamatine would be generated in the sky, and if you dug to far up it would break a hole in heaven which would lead to your fortress being attacked by angels which are the same as demons but good so they are evil to succubiIt would be awesome if the game supported embarking into the first cavern or something, so that you'd have to dig up to the surface world, but at the moment it does not.
To get closer to your suggestion, a siege of angel-like beings would spawn when a Succubi fort breached the surface. That would make it a bit difficult to interact with other civs, though.
I wish I could do that, I hoped that you could embark in hell and dig your way up. You'd meet races and going to high will start human invasions. It would not be as damaging as breaching the HFS, but you'd get yearly sieges.
Also you'd have troubles with warlocks summoning your succubi away, or priests using rituals to weaken your fort.
Do y'all think it would eventually be possible to convert NPCs into halfbreed companions in Adventure mode? It might be a little OP but I think it could be fun. You could convert some people and set up your own lil lair. A... succubase, if you will.
EDIT: I think it would be better to have this in the suggestion thread I guess, sorry.
Yes it's better to let this thread move down.
Also corruption in adv mode will be a thing, along with a corruption rebalance in fort mode.
Just wanted to say I am really enjoying the current update, especially that the game no longer crashes whenever I try to butcher a fortress-born orthus pup. In fact, I have not yet had a single crash in this version, which is better than in any previous one. I also really like the way frog demons and decay brutes are intelligent and (almost) functional citizens. Also, being able to embark with demons is pretty cool... I made the one I brought with me my Lady of Pain.Thanks for the feedback. Are you playing with TWBT on, and if yes, multilevel on? (aka see multiple z levels at the same time)
Thanks for the feedback. Are you playing with TWBT on, and if yes, multilevel on? (aka see multiple z levels at the same time)
Quick question, how good are glass weapons and armor
Masterwork 1.06 (43.03) - Summoning an orthus deconstructs the summoning circle, seems to be consuming the totem. Butchering summoned orthus still crashing the game.
Version on 0.42 too unstable for succubi, it breaks my heart. :'(
One bugs more...
I turn on Werebeasts civ when i play succubi,in beginning all ok ,but as soon as I built a tavern, between normal visitors were werebeasts! which were as ordinary megabeasts,instead like normal visitor, run to the fortress and killed all whom they see. The game is laughing at me, says it is a happy event: arrived super duper Wrestler wererhinokeros with green color. They come very often.
Does the building disappear every time and do you have combat logs? I did have disappearing buildings after spawning an unit but it was too rare for me to isolate and fix.
Does the building disappear every time and do you have combat logs? I did have disappearing buildings after spawning an unit but it was too rare for me to isolate and fix.
The log just shows "You have summoned an orthus."
I've done some testing though, and it seems to be consuming any building materials that aren't fire proof. When built with an obsidian grate, obsidian block, and totem, only the totem is destroyed. When built with a wooden grate, a log, and a totem, all three are consumed.
The summoning portal destroying itself isn't intended? I thought it was on purpose. The totem used in construction takes heavy wear every time the portal is used until it breaks, you typically only get 2-3 uses out of the portal.
I had assumed it was so you couldn't do something silly like create a nahash loop, since you can summon a nahash, butcher it, and burn one component into ash while summoning another nahash to effectively allow infinite scale.
Does the building disappear every time and do you have combat logs? I did have disappearing buildings after spawning an unit but it was too rare for me to isolate and fix.Do you have a boiling stone as a product? STONE_VAPOR_TEMPLATE ? Your build-mats either take heat or cold damage, we can alter the material_template for that, if you like.
It appears the Den of Iniquity is doing the same thing, destroying the non-fire/magma proof items.
Stange case...
magma men in cage looks really bugged,sometimes, tiles near him coming unfit, sometimes the person transporting him begins to stand and wait for death.
can someone explain this or say what i can do with it?
Please do give succubi normal or fireproof materials again. Its not like many civs butcher sentient corpses anyway.
fake smoke might be too cold. This also destroys materials.
Quick question: As anyone managed to milk tentacle monsters or nightmares ? I couldn't in my game but that was a buggy dungeon infested by pretas.I can test. All I can say is that milking venomous animals works and that the venom-buckets are used in reaction.
I could in vanilla for sure. Buckets were not renamed into "milk buckets" but their info screen reported the content and I could use milk as intended in reactions. So I'm afraid links between the creatures and their milk (or "milk") is broken in MDF.
modtools/reaction-trigger -reactionName STRANGEMOOD_FELL_ARMOR -command [ strangemood -force -type fell -skill leatherworker ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_MINER -command [ strangemood -force -type possessed -skill miner ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_MASON -command [ strangemood -force -type possessed -skill mason ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_CARPENTER -command [ strangemood -force -type possessed -skill carpenter ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_ENGRAVER -command [ strangemood -force -type possessed -skill engraver ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_WEAPON -command [ strangemood -force -type possessed -skill weaponsmith ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_TANNER -command [ strangemood -force -type possessed -skill tanner ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_WEAVER -command [ strangemood -force -type possessed -skill weaver ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_CLOTHIER -command [ strangemood -force -type possessed -skill clothier ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_ARMOR -command [ strangemood -force -type possessed -skill armorsmith ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_METALSMITH -command [ strangemood -force -type possessed -skill metalsmith ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_GEMCUT -command [ strangemood -force -type possessed -skill gemcutter ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_GEMSET -command [ strangemood -force -type possessed -skill gemsetter ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_WOODCRAFTER -command [ strangemood -force -type possessed -skill woodcrafter ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_STONECRAFTER -command [ strangemood -force -type possessed -skill stonecrafter ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_METALCRAFTER -command [ strangemood -force -type possessed -skill metalcrafter ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_LEATHERWORKER -command [ strangemood -force -type possessed -skill leatherworker ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_BONECARVER -command [ strangemood -force -type possessed -skill bonecarver ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_BOWYER -command [ strangemood -force -type possessed -skill bowyer ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_MECHANIC -command [ strangemood -force -type possessed -skill mechanic ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_GLASSMAKER -command [ strangemood -force -type possessed -skill glassmaker ]
If succubi don't have this, the gobbos should ^^
Even with Succubi, that might be too easy to game, because you could simply lock the citizen with the Fell mood, and a useless Noble citizen in a small area.
It might not be possible to resize the items, but force-equip should work.
It might not be possible to resize the items, but force-equip should work.
Fell and macabre moods used to only happen when dwarves were really upset. I saw a few back when how happy a dwarf was could be calculated by looking through the few different thoughts they have and adding up the points that each one is, and when the points being below 0 was bad. I don't know how it works now that the whole stress thing is called stress and is full of different emotions.
This will be fixed soon.Famous last words!
This will be fixed soon.Famous last words!
But when you get it fixed please let me know what you did in case it applies to spawning creatures more generally.
for i = 1, num do
casteIndex = createUnit.getRandomCasteId(raceIndex)
newUnitIndex = createUnit.createUnitInFortCivAndGroup(raceIndex, casteIndex)
createUnit.domesticate(newUnitIndex, df.global.ui.group_id)
newUnit = df.unit.find(newUnitIndex)
-- Clear the arena mode name
newUnit.name.first_name = ''
newUnit.name.has_name = false
newUnit.status.current_soul.name.has_name = false
if newUnit.hist_figure_id ~= -1 then
local histfig = df.historical_figure.find(newUnit.hist_figure_id)
histfig.name.has_name = false
end
teleport.teleport(newUnit, xyz2pos(position[1], position[2] + 2, position[3]))
end
Hy,
I was wondering about some details of the succubus game mode.
The magma making building, under which menu it is?
Where does it creates magma exactly (under it, next to it) ?
Can this mod be altered that you can play without HFS and magma layers (if so what needs to be changed, I think of the dark pit start site for example as I know that it needs HFS , but maybe there are other aspects as well)
Ah, I thought they are activated from start for the succubus.This will be fixed soon.Famous last words!
But when you get it fixed please let me know what you did in case it applies to spawning creatures more generally.
Sure here's the part that creates the unit :Code: [Select]for i = 1, num do
casteIndex = createUnit.getRandomCasteId(raceIndex)
newUnitIndex = createUnit.createUnitInFortCivAndGroup(raceIndex, casteIndex)
createUnit.domesticate(newUnitIndex, df.global.ui.group_id)
newUnit = df.unit.find(newUnitIndex)
-- Clear the arena mode name
newUnit.name.first_name = ''
newUnit.name.has_name = false
newUnit.status.current_soul.name.has_name = false
if newUnit.hist_figure_id ~= -1 then
local histfig = df.historical_figure.find(newUnit.hist_figure_id)
histfig.name.has_name = false
end
teleport.teleport(newUnit, xyz2pos(position[1], position[2] + 2, position[3]))
end
The unit was created with civ_id as -1, adding newUnit.civ_id = df.global.ui.civ_id fixed the problem.Hy,
I was wondering about some details of the succubus game mode.
The magma making building, under which menu it is?
Where does it creates magma exactly (under it, next to it) ?
Can this mod be altered that you can play without HFS and magma layers (if so what needs to be changed, I think of the dark pit start site for example as I know that it needs HFS , but maybe there are other aspects as well)
The magma well is under build -> furnaces, shortcut is b -> e -> alt+f.
Channel holes around, the magma will go inside these holes.
You can remove the HFS and magma seas? Removing HFS is okay, but removing the entire magma layer will lock out most buildings and turn the mod into vanilla dwarf mode unless you play at a volcano.
Edit: I also fixed issues with pets behaving strangely since the last update.
Ah, I thought they are activated from start for the succubus.
Interesting. Apparently, the nightmares of my home civilization have decided they've had enough of hauling wagons about and have come visiting my fort (complete with announcement) after dropping off the wagons off-screen.
I now have permanent, legendary nightmares without skills in which to be legendary (they blink as if legendary) who have an inexplicable hatred for memorial slabs. They make a bee-line for any I build, thus leaving a horde of angry ghosts floating around, occasionally battering my living succubi..occasionally creating more death and ghosts because of it.
I see I remember wrestling that part years ago. So I guess it is a cavern and a magma layer at least. (still makes the world flatter so I'll try it out)Ah, I thought they are activated from start for the succubus.
They are activated by making DF believe you reached the magma sea from the start so if you remove it, that would break this part.
Ah, I thought they are activated from start for the succubus.
They are activated by making DF believe you reached the magma sea from the start so if you remove it, that would break this part.Interesting. Apparently, the nightmares of my home civilization have decided they've had enough of hauling wagons about and have come visiting my fort (complete with announcement) after dropping off the wagons off-screen.
I now have permanent, legendary nightmares without skills in which to be legendary (they blink as if legendary) who have an inexplicable hatred for memorial slabs. They make a bee-line for any I build, thus leaving a horde of angry ghosts floating around, occasionally battering my living succubi..occasionally creating more death and ghosts because of it.
Which tab of the unit screen are they marked, and are they 'pets', 'wild animals' or 'underworld'. Otherwise I may have fixed this bug today and will send it to Meph for the next release.
> fire
Succubi trading partners, beware ;)
That has not changed. They will not trade it.
ADD_SPATTER will work with fire-swords btw. "This is a molten iron sword. It is covered with bands of fire", which does add a syndrome to the enemy it hits... for example extra pain (CE_PAIN), burns (CE_BLISTERS), etc.
Hi,
the Well of Souls seems to be removed from the raws at the moment. Is this intentional? Is there a new mechanism to produce soul gems?
I dont think that folding glass would work, it does not act like folded metal/damasc.
There are two metal-glasses atm, ashland glass and ebon glass, in case you want to use them. You can make new ones of course, if you like.
A reaction to create all types of raw materials for glasses would be nice too, that would give the players an incentive to use it more.
Still trying to make a flesh-shaper? Skin armor and all that?
Oh, and I'm working on a new thing for magma-spawning. Its a workshop that creates an aquifer either 1 tile north, east, south or west of the workshop, and you can set the depth of it, from 1 to 7. So a 3/7 magma channel would be easy to make and succubi pathfind through it (?).
#new waterwell test
modtools/reaction-trigger -reactionName WATERWELL_N_1 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 1 ]
modtools/reaction-trigger -reactionName WATERWELL_N_2 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 2 ]
modtools/reaction-trigger -reactionName WATERWELL_N_3 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 3 ]
modtools/reaction-trigger -reactionName WATERWELL_N_4 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 4 ]
modtools/reaction-trigger -reactionName WATERWELL_N_5 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 5 ]
modtools/reaction-trigger -reactionName WATERWELL_N_6 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 6 ]
modtools/reaction-trigger -reactionName WATERWELL_N_7 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 7 ]
modtools/reaction-trigger -reactionName WATERWELL_E_1 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 1 ]
modtools/reaction-trigger -reactionName WATERWELL_E_2 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 2 ]
modtools/reaction-trigger -reactionName WATERWELL_E_3 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 3 ]
modtools/reaction-trigger -reactionName WATERWELL_E_4 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 4 ]
modtools/reaction-trigger -reactionName WATERWELL_E_5 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 5 ]
modtools/reaction-trigger -reactionName WATERWELL_E_6 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 6 ]
modtools/reaction-trigger -reactionName WATERWELL_E_7 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 7 ]
modtools/reaction-trigger -reactionName WATERWELL_S_1 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 1 ]
modtools/reaction-trigger -reactionName WATERWELL_S_2 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 2 ]
modtools/reaction-trigger -reactionName WATERWELL_S_3 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 3 ]
modtools/reaction-trigger -reactionName WATERWELL_S_4 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 4 ]
modtools/reaction-trigger -reactionName WATERWELL_S_5 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 5 ]
modtools/reaction-trigger -reactionName WATERWELL_S_6 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 6 ]
modtools/reaction-trigger -reactionName WATERWELL_S_7 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 7 ]
modtools/reaction-trigger -reactionName WATERWELL_W_1 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 1 ]
modtools/reaction-trigger -reactionName WATERWELL_W_2 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 2 ]
modtools/reaction-trigger -reactionName WATERWELL_W_3 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 3 ]
modtools/reaction-trigger -reactionName WATERWELL_W_4 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 4 ]
modtools/reaction-trigger -reactionName WATERWELL_W_5 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 5 ]
modtools/reaction-trigger -reactionName WATERWELL_W_6 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 6 ]
modtools/reaction-trigger -reactionName WATERWELL_W_7 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 7 ]
modtools/reaction-trigger -reactionName WATERWELL_N_STOP -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -remove ]
modtools/reaction-trigger -reactionName WATERWELL_E_STOP -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -remove ]
modtools/reaction-trigger -reactionName WATERWELL_S_STOP -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -remove ]
modtools/reaction-trigger -reactionName WATERWELL_W_STOP -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -remove ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_1 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 1 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_2 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 2 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_3 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 3 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_4 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 4 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_5 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 5 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_6 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 6 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_7 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 7 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_1 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 1 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_2 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 2 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_3 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 3 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_4 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 4 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_5 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 5 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_6 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 6 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_7 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 7 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_1 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 1 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_2 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 2 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_3 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 3 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_4 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 4 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_5 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 5 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_6 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 6 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_7 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 7 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_1 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 1 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_2 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 2 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_3 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 3 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_4 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 4 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_5 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 5 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_6 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 6 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_7 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 7 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_STOP -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -remove ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_STOP -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -remove ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_STOP -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -remove ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_STOP -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -remove ]
modtools/reaction-trigger -reactionName STOP_SPAWN -command [ flow/source -removeAllSource ]
modtools/reaction-trigger -reactionName STOP_SINK -command [ flow/source -removeAllSink ]
[BUILDING_FURNACE:WATERWELL_DWARF]
[NAME:Waterwell]
[NAME_COLOR:7:0:1]
[BUILD_KEY:CUSTOM_CTRL_W]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BLOCK:1:0:0:0]
[BLOCK:2:0:0:0]
[BLOCK:3:0:0:0]
[TILE:0:1:32:32:32]
[TILE:0:2:35:149:32]
[TILE:0:3:32:35:32]
[COLOR:0:1:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:7:1:0:7:1:0:0:0:0]
[COLOR:0:3:0:0:0:7:1:0:0:0:0]
[TILE:1:1:32:32:32]
[TILE:1:2:32:32:35]
[TILE:1:3:35:35:32]
[COLOR:1:1:0:0:0:0:0:0:0:0:0]
[COLOR:1:2:0:0:0:0:0:0:7:1:0]
[COLOR:1:3:7:1:0:7:1:0:0:0:0]
[TILE:2:1:32:35:32]
[TILE:2:2:32:32:35]
[TILE:2:3:35:35:32]
[COLOR:2:1:0:0:0:7:1:0:0:0:0]
[COLOR:2:2:0:0:0:0:0:0:7:1:0]
[COLOR:2:3:7:1:0:7:1:0:0:0:0]
[TILE:3:1:214:35:184]
[TILE:3:2:35:172:35]
[TILE:3:3:200:35:190]
[COLOR:3:1:1:7:0:7:1:0:1:7:0]
[COLOR:3:2:7:1:0:1:7:1:7:1:0]
[COLOR:3:3:1:7:0:7:1:0:1:7:0]
[BUILD_ITEM:1:SMALLGEM:NONE:INORGANIC:TEARS_OF_ARMOK]
[BUILDING_FURNACE:MAGMAWELL_DWARF]
[NAME:Magmawell]
[NAME_COLOR:7:0:1]
[BUILD_KEY:CUSTOM_CTRL_M]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BLOCK:1:0:0:0]
[BLOCK:2:0:0:0]
[BLOCK:3:0:0:0]
[TILE:0:1:32:32:32]
[TILE:0:2:35:35:32]
[TILE:0:3:32:35:32]
[COLOR:0:1:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:4:1:0:4:1:0:0:0]
[COLOR:0:3:0:0:0:0:4:1:0:0:0]
[TILE:1:1:32:32:32]
[TILE:1:2:32:32:35]
[TILE:1:3:35:35:188]
[COLOR:1:1:0:0:0:0:0:0:0:0:0]
[COLOR:1:2:0:0:0:0:0:0:0:4:1]
[COLOR:1:3:0:4:1:0:4:1:4:4:0]
[TILE:2:1:32:35:187]
[TILE:2:2:32:32:35]
[TILE:2:3:35:35:188]
[COLOR:2:1:0:0:0:0:4:1:4:4:0]
[COLOR:2:2:0:0:0:0:0:0:0:4:1]
[COLOR:2:3:0:4:1:0:4:1:4:4:0]
[TILE:3:1:213:35:187]
[TILE:3:2:35:172:35]
[TILE:3:3:211:35:188]
[COLOR:3:1:4:4:0:0:4:1:4:4:0]
[COLOR:3:2:0:4:1:4:7:1:0:4:1]
[COLOR:3:3:4:4:0:0:4:1:4:4:0]
[BUILD_ITEM:1:SMALLGEM:NONE:INORGANIC:BLOOD_OF_ARMOK]
[PERMITTED_BUILDING:WATERWELL_DWARF]
[PERMITTED_REACTION:WATERWELL_N_1]
[PERMITTED_REACTION:WATERWELL_N_2]
[PERMITTED_REACTION:WATERWELL_N_3]
[PERMITTED_REACTION:WATERWELL_N_4]
[PERMITTED_REACTION:WATERWELL_N_5]
[PERMITTED_REACTION:WATERWELL_N_6]
[PERMITTED_REACTION:WATERWELL_N_7]
[PERMITTED_REACTION:WATERWELL_E_1]
[PERMITTED_REACTION:WATERWELL_E_2]
[PERMITTED_REACTION:WATERWELL_E_3]
[PERMITTED_REACTION:WATERWELL_E_4]
[PERMITTED_REACTION:WATERWELL_E_5]
[PERMITTED_REACTION:WATERWELL_E_6]
[PERMITTED_REACTION:WATERWELL_E_7]
[PERMITTED_REACTION:WATERWELL_S_1]
[PERMITTED_REACTION:WATERWELL_S_2]
[PERMITTED_REACTION:WATERWELL_S_3]
[PERMITTED_REACTION:WATERWELL_S_4]
[PERMITTED_REACTION:WATERWELL_S_5]
[PERMITTED_REACTION:WATERWELL_S_6]
[PERMITTED_REACTION:WATERWELL_S_7]
[PERMITTED_REACTION:WATERWELL_W_1]
[PERMITTED_REACTION:WATERWELL_W_2]
[PERMITTED_REACTION:WATERWELL_W_3]
[PERMITTED_REACTION:WATERWELL_W_4]
[PERMITTED_REACTION:WATERWELL_W_5]
[PERMITTED_REACTION:WATERWELL_W_6]
[PERMITTED_REACTION:WATERWELL_W_7]
[PERMITTED_REACTION:WATERWELL_N_STOP]
[PERMITTED_REACTION:WATERWELL_E_STOP]
[PERMITTED_REACTION:WATERWELL_S_STOP]
[PERMITTED_REACTION:WATERWELL_W_STOP]
[PERMITTED_BUILDING:MAGMAWELL_DWARF]
[PERMITTED_REACTION:MAGMAWELL_N_1]
[PERMITTED_REACTION:MAGMAWELL_N_2]
[PERMITTED_REACTION:MAGMAWELL_N_3]
[PERMITTED_REACTION:MAGMAWELL_N_4]
[PERMITTED_REACTION:MAGMAWELL_N_5]
[PERMITTED_REACTION:MAGMAWELL_N_6]
[PERMITTED_REACTION:MAGMAWELL_N_7]
[PERMITTED_REACTION:MAGMAWELL_E_1]
[PERMITTED_REACTION:MAGMAWELL_E_2]
[PERMITTED_REACTION:MAGMAWELL_E_3]
[PERMITTED_REACTION:MAGMAWELL_E_4]
[PERMITTED_REACTION:MAGMAWELL_E_5]
[PERMITTED_REACTION:MAGMAWELL_E_6]
[PERMITTED_REACTION:MAGMAWELL_E_7]
[PERMITTED_REACTION:MAGMAWELL_S_1]
[PERMITTED_REACTION:MAGMAWELL_S_2]
[PERMITTED_REACTION:MAGMAWELL_S_3]
[PERMITTED_REACTION:MAGMAWELL_S_4]
[PERMITTED_REACTION:MAGMAWELL_S_5]
[PERMITTED_REACTION:MAGMAWELL_S_6]
[PERMITTED_REACTION:MAGMAWELL_S_7]
[PERMITTED_REACTION:MAGMAWELL_W_1]
[PERMITTED_REACTION:MAGMAWELL_W_2]
[PERMITTED_REACTION:MAGMAWELL_W_3]
[PERMITTED_REACTION:MAGMAWELL_W_4]
[PERMITTED_REACTION:MAGMAWELL_W_5]
[PERMITTED_REACTION:MAGMAWELL_W_6]
[PERMITTED_REACTION:MAGMAWELL_W_7]
[PERMITTED_REACTION:MAGMAWELL_N_STOP]
[PERMITTED_REACTION:MAGMAWELL_E_STOP]
[PERMITTED_REACTION:MAGMAWELL_S_STOP]
[PERMITTED_REACTION:MAGMAWELL_W_STOP]
[PERMITTED_REACTION:STOP_SPAWN]
[REACTION:WATERWELL_N_1]
[NAME:Spawn water lvl1 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_N_2]
[NAME:Spawn water lvl2 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_N_3]
[NAME:Spawn water lvl3 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_N_4]
[NAME:Spawn water lvl4 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_N_5]
[NAME:Spawn water lvl5 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_N_6]
[NAME:Spawn water lvl6 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_N_7]
[NAME:Spawn water lvl7 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_E_1]
[NAME:Spawn water lvl1 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_E_2]
[NAME:Spawn water lvl2 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_E_3]
[NAME:Spawn water lvl3 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_E_4]
[NAME:Spawn water lvl4 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_E_5]
[NAME:Spawn water lvl5 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_E_6]
[NAME:Spawn water lvl6 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_E_7]
[NAME:Spawn water lvl7 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_S_1]
[NAME:Spawn water lvl1 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_S_2]
[NAME:Spawn water lvl2 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_S_3]
[NAME:Spawn water lvl3 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_S_4]
[NAME:Spawn water lvl4 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_S_5]
[NAME:Spawn water lvl5 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_S_6]
[NAME:Spawn water lvl6 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_S_7]
[NAME:Spawn water lvl7 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_W_1]
[NAME:Spawn water lvl1 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_W_2]
[NAME:Spawn water lvl2 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_W_3]
[NAME:Spawn water lvl3 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_W_4]
[NAME:Spawn water lvl4 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_W_5]
[NAME:Spawn water lvl5 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_W_6]
[NAME:Spawn water lvl6 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_W_7]
[NAME:Spawn water lvl7 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_N_STOP]
[NAME:Stop spawning - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_E_STOP]
[NAME:Stop spawning - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_S_STOP]
[NAME:Stop spawning - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:WATERWELL_W_STOP]
[NAME:Stop spawning - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_N_1]
[NAME:Spawn magma lvl1 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_N_2]
[NAME:Spawn magma lvl2 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_N_3]
[NAME:Spawn magma lvl3 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_N_4]
[NAME:Spawn magma lvl4 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_N_5]
[NAME:Spawn magma lvl5 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_N_6]
[NAME:Spawn magma lvl6 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_N_7]
[NAME:Spawn magma lvl7 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_E_1]
[NAME:Spawn magma lvl1 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_E_2]
[NAME:Spawn magma lvl2 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_E_3]
[NAME:Spawn magma lvl3 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_E_4]
[NAME:Spawn magma lvl4 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_E_5]
[NAME:Spawn magma lvl5 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_E_6]
[NAME:Spawn magma lvl6 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_E_7]
[NAME:Spawn magma lvl7 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_S_1]
[NAME:Spawn magma lvl1 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_S_2]
[NAME:Spawn magma lvl2 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_S_3]
[NAME:Spawn magma lvl3 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_S_4]
[NAME:Spawn magma lvl4 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_S_5]
[NAME:Spawn magma lvl5 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_S_6]
[NAME:Spawn magma lvl6 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_S_7]
[NAME:Spawn magma lvl7 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_W_1]
[NAME:Spawn magma lvl1 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_W_2]
[NAME:Spawn magma lvl2 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_W_3]
[NAME:Spawn magma lvl3 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_W_4]
[NAME:Spawn magma lvl4 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_W_5]
[NAME:Spawn magma lvl5 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_W_6]
[NAME:Spawn magma lvl6 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_W_7]
[NAME:Spawn magma lvl7 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_N_STOP]
[NAME:Stop spawning - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_E_STOP]
[NAME:Stop spawning - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_S_STOP]
[NAME:Stop spawning - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]
[REACTION:MAGMAWELL_W_STOP]
[NAME:Stop spawning - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]
[REACTION:STOP_SPAWN]
[NAME:Stop all spawns/sinks]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks on the map.]
[SKILL:OPERATE_PUMP]
You need to remove a few races to generate small worlds, otherwise there is not enough space for everyone. The vanilla game was made for 4 organized civilizations.
Otherwise, I added a workshop where you can make clothing out of fire, just for fun. You can make rolls of fire cloths too but I don't know yet how the AI will treat it. This should lead to a lot of hilarious situation where a succubus nurse tries to heal a human with fire.
I'm also trying fire weapons too, I am sure it will not damage the target but if it ignites it that should be useful.
I've got a save with an undead siege. The saves are on dffd at:
http://dffd.bay12games.com/file.php?id=12304
As before there are two saves, One immediately after the siege arrived, one after all undead have been captured.
Since this siege arrived in the middle of the second year, the fort is barely more than a hole in the ground with a bunker on top. There is no military, or gear for one. However, there should be enough iron to quickly outfit one if needed.
I'd also like to note what appears to be a typo in entity_slaver_succubus.txt. The first line on the modest mod section reads: "SYES_MODEST_REACTIONS[PERMITTED_REACTION:MILL_SUGAR]". Is milling sugar a Succubi thing?
I haven't had my succubi attempt anything with them, actually. No healing, no making..they just sit at the fireshaper.
Fire-shaped clothing and weaponry is fine but the cloth is useless.
[CREATURE:TENTACLE_MONSTER] // Summon, war bodyguard, lays slime, can be milked for food or soapTypo for behavior and compulsive, something is off for "need to _ their owners".
[DESCRIPTION:A terrifying creature with many tentacles and a corrupt behaviour. Their slime is dangerous to the touch for mortal creatures, but can be gathered by a milker to serve as a substitute for oil. Their compuslive need to their owners of any contaminants earned them a terrible reputation.]
The unit was created with civ_id as -1, adding newUnit.civ_id = df.global.ui.civ_id fixed the problem.
The unit was created with civ_id as -1, adding newUnit.civ_id = df.global.ui.civ_id fixed the problem.
Is this still fixed/is this fix in game? Because summoned HFS for me in the current (1.13) version are still hostile. :(
"Did you really think you could call up the Devil and ask him to behave?" -- Fox MulderThe unit was created with civ_id as -1, adding newUnit.civ_id = df.global.ui.civ_id fixed the problem.
Is this still fixed/is this fix in game? Because summoned HFS for me in the current (1.13) version are still hostile. :(
Shouldnt civId -1 always mean hostile?
If succubi will eventually be able to convert people into demons in worldgen/adventure mode, how will they do it? I was thinking some kind of modified form of the Nightcreature spouse conversion thing.
Checking it out a little more. The HFS show up in Dwarf Therapist as full citizens with assignable labors and everything, but they attack other citizens on sight (and vice-versa) just like hostiles. I checked them with the gm-editor DFHack command, and they show the same civid as my normal citizens. I have run it several times and each time the first creature summoned is a snow specter, the second a pterosaur brute. I noticed the training status on the snow specter defaults to wild-untamed, whereas the pterosaur brute shows up as domesticated and tame. Doesn't seem to matter, they still immediately start attacking and killing.Sentient creatures always show up as "wild" so that probably isn't the issue. It sounds like the behavior of being "berserk" which is its own flag under gm-editor.
Not sure any of that is helpful, sorry. Hope you can fix the issue. Really enjoying the mod in any case though!
Checking it out a little more. The HFS show up in Dwarf Therapist as full citizens with assignable labors and everything, but they attack other citizens on sight (and vice-versa) just like hostiles. I checked them with the gm-editor DFHack command, and they show the same civid as my normal citizens. I have run it several times and each time the first creature summoned is a snow specter, the second a pterosaur brute. I noticed the training status on the snow specter defaults to wild-untamed, whereas the pterosaur brute shows up as domesticated and tame. Doesn't seem to matter, they still immediately start attacking and killing.Sentient creatures always show up as "wild" so that probably isn't the issue. It sounds like the behavior of being "berserk" which is its own flag under gm-editor.
Not sure any of that is helpful, sorry. Hope you can fix the issue. Really enjoying the mod in any case though!
Is it normal for Nightmares to starve to death without access to cavern moss?
Mine do..every single time.
Sentient creatures always show up as "wild" so that probably isn't the issue. It sounds like the behavior of being "berserk" which is its own flag under gm-editor.
Then it must be that sentient citizens are "wild." Thanks, I'm sure that will save me a while in troubleshooting some future bug.Sentient creatures always show up as "wild" so that probably isn't the issue. It sounds like the behavior of being "berserk" which is its own flag under gm-editor.
Thanks for the tip about berserk, I will look into that. Also, all sentient creatures I embark with (frog demons and HFS) show up as (Tame), not wild. Not that it's apparently relevant, but yes.
So I've been sieged by undead, but my nightmares and orthuses(orthi?) and tentacle monsters disassembled them with terrifying ease.let the surviving undeaed into a weapon trapped room, or set the useless succubi into a military squad to kill the surviving zombo's
However, the siege has yet to break.
Any ideas what to do?
these are the top 3 error i get when i try to embark and then the game crashes and crashes whenever i try to start another game in the same save
undefined plant material set to default: AGED_MUSHROOM_HELMET_PLUMP AGED_MUSHROOM_HELMET_PLUMP
undefined plant material set to default: AGED_MUSHROOM_HELMET_PLUMP AGED_MUSHROOM_HELMET_PLUMP
*** Error(s) finalizing the entity SUCCUBUS
That error log exists always. I have looked at the damn plant several times. I dont know what undefined material it should be, its a changed, copy+pasted version of the plump helmet with different values.the error log then shows after that:
I have not seen the "*** Error(s) finalizing the entity SUCCUBUS" before. Usually there should be another entry after that, detailing why it failed (?)
I always end up killing frog babies by stranding them on roofs.... Behind blocked mine shifts... cutting down their treehouse... digging holes under them... collapsing floors... deconstructing bridges... first attacked by invading armies... locked outside during a megabeast/titan/dragon attack... generally exterminator and frog babies are the worst... they are so antisocial they end up where no one is and then you can't get them to move.
hey BOLTGUN, I found an error, in reaction_succubus.txt, line 348, in the float clear block reaction:
[PRODUCT:100:10:WINDOW:NONE:GLASS_CLEAR:NONE]
it should be:
[PRODUCT:100:10:BLOCKS:NONE:GLASS_CLEAR:NONE]
awesome!!! most succubus bases I've had start looking like a roman bath house... there's soap everywhere!
I've never noticed it being a 1hko, per say, in adventure mode.awesome!!! most succubus bases I've had start looking like a roman bath house... there's soap everywhere!
That is not a problem by itself. ;)
I also made an attempt in stopping body fluids from burning creatures. I only managed to prevent it from burning grass. Spitting on enemies is still a one hit kill.
I pity the moron who tries to sleep with a succubus while not being corrupted themself.
This may be a dumb question considering the succubus immunity to fire and lava, but are succubi at all affected by ambient temperature? Like when you embark in a scorching area.
While we wait for the next DF version, here's the patch fixing issues with corruption :
https://drive.google.com/file/d/0B8QFWS9tHkaaWjdTczBXSmtIY3M/view?usp=sharing
To install it, unzip the archive into the Dwarf Fortress subfolder, overwriting existing files, then generate a new world.
Enjoy.
@Boltgun
Thanks for answer, but i can't add corset, unless i remove bodysuit, permit on items to low. Well, unless it's succub on arena/adventure - there i can add corsets, but it's unimportant because equipping items in fort mode use a slightly different set of rules and i have no interest in any mode except fortress. Another issue with corsets - civilians wear them and steal from stockpiles like there is no tomorrow. Each time when merchants arrive i can sell anything except corsets - hundreds of them claimed and unavaliable for trade without dfhack. Also i found on wiki that [STRUCTURAL_ELASTICITY_WOVEN_THREAD] wich corsets have making even cloth from adamantine useless in combat while bodysuit have [STRUCTURAL_ELASTICITY_CHAIN_ALL] and better coverage. All together was the reason why i used bodysuit in my uniform template instead of corsets, but i totally skipped [METAL_ARMOR_LEVELS] on corset before you answered and i inspected raws again. At least i consider corsets as a worthy alternative to bodysuits now and i'll probably test what actually better in combat, but later, because i have more important issues atm - like: "Why can't i milk tentacle monsters? I am sure manual had something about it - disable standardized milk, new world gen. Okay, so now i have something i can use as oil and it's free.. Wait, so hardened leather require tallow, not oil, i am pretty sure i had solid oil industry last time i played to improve leather.. Well, it was long ago and it was another races, so doesn't matter actually, i guess the process of milking tentacle monsters totally worth it to have in the game, even without benefits - it's fine, probably i could use more soap in fortress.. Why there is no reference to obsidian in ammo and armor stockpile? - Well, sometimes it's better to give up and forge arrows instead.. And merchants always ready to take away excess of obsidian armor, unless they came before i built trade depot and wagons simply vaporized on map edge leaving alot of good stuff on ground. Or maybe they died like one another migrant before - just died when i was inspecting who came to my fort, she barely crossed half of screen from map edge and just died on my eyes without any trace in game log, probably she just was too old and her time has come.. Wait, aren't they live like 5-6 thousand years? Aha, i knew it, rarely, but gauntlets which neither left nor right exist! I wish all of them was like this in the game, even if it's anatomically inaccurate." In short - i am really enjoying playing succub fortress, thanks for creating it :P
Apologies for probably dumb question, i haven't played DF 2 or 3 years or something like this, it took 3 days to generate world with embark site which I like, (glumprongs,terrifying biome, ocean shore, river and rain of blood with alot of neighbors) and atm I really want to play instead of inspecting raws and wiki.. Is optimal succubus uniform look like this? ::)Spoiler (click to show/hide)
While we wait for the next DF version, here's the patch fixing issues with corruption :
https://drive.google.com/file/d/0B8QFWS9tHkaaWjdTczBXSmtIY3M/view?usp=sharing
To install it, unzip the archive into the Dwarf Fortress subfolder, overwriting existing files, then generate a new world.
Enjoy.
Just started a game with that patch, and I noticed that 5 of my 7 first succubi and incubi have no names.
EDIT: It seems the second migrant wave all had names, unlike the first. However there was one nightmare foal without a name.
EDIT2: Scratch that, there are still nameless succubi in every migrant wave.
Order of being added to the uniform...I am grateful for this. :D Yes, for this one sentence - i have no idea why but this triggered something buried very deep in memory, no seriously, i just stopped at variant without corset and stockings in initial post because i had all kinds of item equipment problems simply because one sock or stocking was always missing or boot or whatever else and i couldn't figure out how to make it work, so i tought it's LAYER_SIZE or LAYER_PERMIT messing things..
reverse the order: etc etcit's unnecessary - well, it's good and somewhat helpful if you know nothing, but in my case i simply forgot almost all, but had idea how it should be, but i had to inspect raws, wiki (but i forgot how to read raws, what is what, 3 years passed alot of things could change, etc etc etc) and create my own easy to read list, and in the end this is exactly what i did.. after i solved issue with boots and stockings. But as long as you have right items in uniform in any order - soldiers will equip everything, you can test it yourself, well except cursed BOOTS slot, that's why i was looking for "uniform", not item list, and Boltgun gave me absolutely correct answer about corset, but i was confused myself in initial post (and was confused until today because i turned blind eye on equipment for some time), no, seriously, type in google "bodysuit", look on all those girls on pictures and try to imagine how to wear this OVER armor.. so i sort of inspected raws initially, but in my mind bodysuit was UNDER, both lower and upper suits, and thanks to BOOTS my mind wasn't focused around what and how they wear on body.. actually i was sure suits is UNDER until i made my list
the rest of what you post... oil is not for improving leather... tallow does that, but you can make soap from the tentacle oils.I fugured that out but whole part in quotes was not questions but attemp to share enjoyment. Yes, there is some question marks but they aren't questions :P
obsidian armors and weapons suck unless you aren't finding metals you need... they have to be manually set in the equip menu in the military screen and never get picked up without doing so. Same for the ammo, you have to manually set them in the ammunition menu in the military screen.Military able to use them just fine, unless you have something better and want to use obsidian instead, stockpiles on other hand.. But obsidian equipment in my games isn't for fighting against sieges - it's still armor, and soldiers able to train armor skill. If everyone in military they can have at least some armor and survive minor accidents (even accidents involving uninvited guests with just 3 wrestlers without shields - good enought for basically free armor) Zero management for whole industry and magma wells ready to spawn magma from south instead of north - right in moat full of walking dead invaders - "See you around, ferromancer." No any enjoyment or kills count from them anyway. As for good materials - on previous embark i had map full of cobaltite, almost nothing else, but succubs can't refine it, in current game i have flux and tons of gold + platinum, but it's fine.. never had mining game in DF, most of my metals always from traders/invaders. Haven't had a chance to catch even basilisk yet either for afelsteel.. But before first few waves of invasions i still have to use something for training and obsidian fits just fine for this. For late game yes, it's bad, but i have to much new worldgens and embarks to adjust settings in game how i want etc.
Chances are if you are just like any other succubus player, you have set your map on fire a dozen times... primary loss of traders is their wagons and goods were caught in a fire.I set several times several maps on fire already, (i wish i had something like "Consume Flames" ritual to stop fires on whole map :-\) but this was accident in last embark and i haven't even single forest fire on map yet. It was first summer caravan from succubs, (that's why no Trade Depot, i have nothing to sell at first summer anyway) i see warning "wagons passed inaccesible site or something like this", instantly hit pause - look where they are, inspect creatures on map - wow, "Wagon" is dead/missing! But i guess i'll have another embark for recent fix soon to try it again, unless it's 100% repetable for any embark - random bugs to random to bother..
Migrants shouldn't be just dying... unless it was one of the various intelligent pet races who stepped through a fire.Pure succub/incub whatever, no any fire.. Some toxic rains but no one else died from them except some fliers, probably they freeze in terror or something like this and die from fall damage - nothing else except fall damage in log. Maybe she spawned without brain or blood or whatever - some migrants missing limbs sometimes, maybe she had some curse - several towers around, i dunno. Unless i'll encounter few more like this and find something in common it's unimportant.
some of the guantlet creation reactions that occur not at a forge will produce not left or right gauntlets... the handedness should be applied by a dfhack script that is running in the background on succubus... give it a day or two...I'll check gauntlets later again but i guess that's exactly what happened.
I forgot about fort mode rules being a bit different. But I had no issues with metal corsets, METAL_ARMOR_LEVELS make metal corset a whole different. Either way it is worth dropping bodysuits for corsets, especially if you already have a mail shirt.Already did it today. From now on it's corset+armor+chain for body. I just had few mistakes on my part but before i sorted them out i guess no one could help me because question itself was slightly incorrect, i messed up with layers on bodysuits, well doesn't matter anymore but i wish i had equipment table for mod+vanilla items before i started playing.. nothing especial to check raws when you playing offten and know most bugs, but in my case i prefer to forget almost everything about games before returning to them. Making things more interesting.
I'll fix tentacle monsters milking to enforce slime production. Standardized tissues and products can cause a lot of problems so tell me whenever something is not working as it should. I will add oil based leather soon to make slime useful, along with another tier of leather products to make good armor. You never have enough soap anyway.Oil for leather improvement was just old memories, unless it's already was in plans it's better to leave memories in past :) I wish i knew how some things should be though - wouldn't spend so much time time for trial and errors. I still have no idea why sometimes summoned from portal creatures behave fine and sometimes going rambo on whole fort or why they have so much numbers in names etc but i guess it's all like obsidian gear - to easy to spot, so it would have been fixed already if it was easy to fix.
While we wait for the next DF version, here's the patch fixing issues with corruption :
https://drive.google.com/file/d/0B8QFWS9tHkaaWjdTczBXSmtIY3M/view?usp=sharing
To install it, unzip the archive into the Dwarf Fortress subfolder, overwriting existing files, then generate a new world.
Enjoy.
Just started a game with that patch, and I noticed that 5 of my 7 first succubi and incubi have no names.
EDIT: It seems the second migrant wave all had names, unlike the first. However there was one nightmare foal without a name.
EDIT2: Scratch that, there are still nameless succubi in every migrant wave.
So in 1.23 I am still having the issue where summoned HFS are hostile. Also reloading from a save prior to summoning the HFS always results in the same type of HFS being summoned... not sure if this is intended, but I would actually prefer being able to savescum my way to something that isn't made of fire.
I've uploaded a save right before the HFS is summoned, in case that is relevant: http://dffd.bay12games.com/file.php?id=12726
(Note: I am using modded RAWs, but nothing related to this I don't think. Mostly cosmetic stuff like changing succubus racial names/descriptions, removing male frog demon caste to prevent them from breeding, friendly/less evil ferric elves, and a few other minor things.)
I fixed that in this patch : https://drive.google.com/file/d/0B8QFWS9tHkaaWjdTczBXSmtIY3M/view?usp=sharing
Meph did not integrate it in the game yet. But if you add the scripts directly into your save this should fix your problems.
I fixed that in this patch : https://drive.google.com/file/d/0B8QFWS9tHkaaWjdTczBXSmtIY3M/view?usp=sharing
Meph did not integrate it in the game yet. But if you add the scripts directly into your save this should fix your problems.
Ahh, sorry, I must have missed that when I was looking back through the thread! Thank you very much. :D
Actually it looks like I was already using that patch. Regardless, I tried applying (or reapplying) it just now and summoned HFS are still hostile. :(
Hello,
I have been having a similar issue as g5ash with corruption. I have screen capped his post here: http://i.imgur.com/lmahwUT.png (http://i.imgur.com/lmahwUT.png)
I had this issue about a year ago and I gave up trying to use it for a while.
Recently I came back and tried my hand at another fortress. It took about 4 years before I was ambushed by war elephants. I captured most of them and killed the rest.
The ones that I captured had their cages constructed around a Den of Iniquity I had constructed for this purpose. I set up a corrupt prisoners job and waited till a succubus was at the job site starting the job. I saved and made a backup. I reloaded and let the job run. It worked in transforming 1 of the 13 war elephants I had around it. I got an announcement that "war elephant has transformed into Oni". The new oni was not showing up in my citizens, or pets. I checked 'others' and saw that instead of a war elephant there was a 'mace dame' 'caged prisoner'.
I ran another corruption job. A succubi came by and performed the actions, got a similar dfhack message. However it looks like it tried to convert the oni that was already transformed.
I moved that oni cage to a cell, linked it to a lever, locked the door, and let her out. She showed as an invader. I let her out and she started attacking people. Backed out and reloaded. Rinse and repeat. Another invader.
This time I moved the cage and tried another job. It worked and I ended up with another invader Oni. I moved this one again and let it out in a locked room. I kept running more jobs until I had ran it about 10 times.
Out of 10 times I ended up with 2 citizens. The first one I quickly let out, which ended up with him getting chased around the fort by other succubi before getting killed. The second one I put some food in with her, left her in the room (not cage) for a while (a few days?) and let her out. At first she didn't leave her room so I added her to an empty military squad and told her to station somewhere. Several animals came and started to attack her. She started fighting back, which led to other succubi arriving to maul her to death.
I took a few captures of dfhack after the corruption ran:
This (http://i.imgur.com/LEDOBd1.png) image shows two jobs that converted the war elephants into Oni, but left them as invaders
This (http://i.imgur.com/z1XMXTA.png) is another showing two failed jobs leading to "invader" oni.
This (http://i.imgur.com/Ko5wHRQ.png) image shows the corruption job that led to the "citizen". The other issue is that releasing the "citizen" oni has them walk around a little bit before getting attacked by, or attacking animals in the fort. This irritates all the other succubi which causes them to kill the new "citizen". (Or be killed by the new citizen)
I uploaded the saves here:
http://dffd.bay12games.com/file.php?id=12851
I made a couple of small changes that I feel are unrelated to my issue, however I am providing the information in case there is some reason for the issues.
- I made a small change to the raws to have "summon tentacle monster" use venom instead of nightmare milk. I had buckets of Nightmare milk and I couldn't activate that job. The milk was not in use by a job and was also in a stockpile near the summoning portal.
- I was having an issue with the succupatch's language not having enough words so I had created a program in excel to duplicate the dwarven language to the succubus language for any words that were missing which I then placed into the language_succubus file.
I definitely appreciate all the work you have put in to this mod and would love to be able to use the corruption feature as it is a very interesting concept. I would love something other than soap as a reagent, succubi and guests keep stealing it to wash themselves. It rains nauseating filth on this map every other day. I don't like changing rules to suit me unless the current rules aren't working as intended (Nightmare Milk).
I was curious though, is corruption supposed to convert all at once, or one at a time?
I would like to thank you ahead of time for looking into this.
I generated the world in 1.24b (43.05)lols, that was more than I needed, its been my experience here lately that I'd go to figure out an error and run into things that had already been fixed. you've peeked my interest because I applied the succubus patch above in version 1.24 test. then afterwards fixed a bunch of lua scripts in version 1.24b because of incompatibility with DF 43.05 and DFHack 43.05.
I did apply the SuccuPatch_1612.7z (This is what caused the succubus language to go from 14000 words to 1700, which is why I had to fix it)
I also downloaded 1.24c (43.05) and moved my save over there. I additionally verified that all of the .lua files referenced in the error report I provided matched line per line (notepad++ compare feature) to the ones that were provided in the succupatch file.
The big thing holding me back from trying with a newly generated world in 1.24c is that it took 4 years to get my first siege of any kind. I don't know dfhack well enough to generate bars of soap and chains, create a den of iniquity, and spawn 1-5 caged invaders to test it out. Or if it's even possible.
Just because: I am including picture links of all of the masterwork settings as they were in 1.24b when I initially generated the world.
I will also edit my previous post to include these links to keep all of this troubleshooting information together.
http://i.imgur.com/NelUOFd.png
http://i.imgur.com/NEoxcXl.png
http://i.imgur.com/KlOwFHC.png
http://i.imgur.com/jv87rvp.png
http://i.imgur.com/q4xuaQF.png
http://i.imgur.com/xGNQCqc.png
http://i.imgur.com/IpxvcN7.png
http://i.imgur.com/HdAKmFx.png
http://i.imgur.com/afoDHhE.png
http://i.imgur.com/rcIGMLZ.png
Going through those pages made me notice that I have "standardized milk" enabled which may be causing the tentacle monster spawning to not work. It's strange though because I definitely had "Nightmare's milk".
I included a small bit of information on the download page for the saves that I didn't include in the initial post.
FYI pic of my DF directory: http://i.imgur.com/pTjHyIt.png
Please let me know if you have any other questions.
so far I'm at an impass...
what was unit.relation.anon_2 and unit.relations.anon_3 referring to? I've been searching the DFHack repository, and can't find any references to these.
The others are all now unit. instead of unit.relations. so I'm going to delete relations and run it and see if it 'breaks' at anon_2.... if it does, then I'm going to try something else.
they may have been renamed, if they were discovered, because it looks like all anons were removed from unit in dfhack...
...1.24c (43.05) - TEST\Dwarf Fortress\hack\lua\makeown.lua:151: Cannot write field historical_figure.anon_1: not found.
stack traceback:
[C]: in metamethod '__newindex'
...1.24c (43.05) - TEST\Dwarf Fortress\hack\lua\makeown.lua:151: in function 'makeown.make_citizen'
...on1 - Before Corruption/raw/scripts/succubus/corrupt.lua:266: in global 'corrupt'
...on1 - Before Corruption/raw/scripts/succubus/corrupt.lua:111: in local 'findLos'
...on1 - Before Corruption/raw/scripts/succubus/corrupt.lua:351: in local 'script_code'
...V1.24c (43.05) - TEST\Dwarf Fortress\hack\lua\dfhack.lua:562: in function 'dfhack.run_script_with_env'
(...tail calls...)
[C]: in field 'runCommand'
...V1.24c (43.05) - TEST\Dwarf Fortress\hack\lua\dfhack.lua:580: in upvalue '_run_command'
...V1.24c (43.05) - TEST\Dwarf Fortress\hack\lua\dfhack.lua:595: in function 'dfhack.run_command'
...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:146: in local 'doAction'
...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:186: in function <...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:115>
Invoking: die
if unit.race == df.global.ui.race_id and debug then print('it should run make_citizen prior to exiting make_own') end
mo.make_own(unit)
if debug then print('we made it past make_own') end
if unit.race == df.global.ui.race_id and debug then print('it should of already ran make_citizen') end
mo.make_citizen(unit)
if debug then print('we made it past make_citizen') end
if unit.race == df.global.ui.race_id and debug then print('it should run make_citizen prior to exiting make_own')
elseif debug then print('unit.race: '..df.global.world.raws.creatures.all[df.global.ui.race_id].creature_id..", df.global.ui.race_id: "..df.global.world.raws.creatures.all[df.global.ui.race_id].creature_id) end
function clearMerchant(unit)
local draggee
-- Free the draggee as well and makeown + tame it
if -1 ~= unit.relationship_ids.draggee_id then
dragee = utils.binsearch(df.global.world.units.active, unit.relationship_ids.draggee_id, 'id')
if dragee then
mo.make_own(dragee)
dragee.relationship_ids.dragger_id = -1
dragee.flags1.tame = true
dragee.training_level = df.animal_training_level.Domesticated
end
end
unit.relationship_ids.draggee_id = -1
unit.relationship_ids.rider_mount_id = -1
unit.relationship_ids.mount_type = 0
unit.flags1.rider = 0
end
-- Take the creature out of its cage
function clearCage(unit)
local cage = dfhack.units.getContainer(unit)
if -1 ~= cage then
teleport.teleport(unit, xyz2pos(dfhack.units.getPosition(unit)))
end
unit.flags1.caged = false
end
-- Takes down any hostility flags that mo didn't handle
function clearHostile(unit)
unit.population_id = popId
unit.cultural_identity = -1
unit.flags1.marauder = false
unit.flags1.active_invader = false
unit.flags1.hidden_in_ambush = false
unit.flags1.hidden_ambusher = false
unit.flags1.invades = false
unit.flags1.coward = false
unit.flags1.invader_origin = false
unit.flags2.underworld = false
unit.flags2.visitor_uninvited = false
unit.flags2.visitor = false
unit.flags2.resident = false
unit.flags2.calculated_nerves = false
unit.flags2.calculated_bodyparts = false
unit.invasion_id = -1
--It acts like these 2 don't exist....
--if unit.relationship_ids.group_leader then unit.relationship_ids.group_leader = -1 end
--if unit.relationship_ids.last_attacker then unit.relationship_ids.last_attacker = -1 end
unit.flags3.body_part_relsize_computed = false
unit.flags3.body_temp_in_range = true
unit.flags3.size_modifier_computed = false
unit.flags3.compute_health = true
unit.flags3.weight_computed = false
unit.counters.soldier_mood_countdown = -1
unit.counters.death_cause = -1
unit.animal.population.region_x = -1
unit.animal.population.region_y = -1
unit.animal.population.unk_28 = -1
unit.animal.population.population_idx = -1
unit.animal.population.depth = -1
unit.counters.soldier_mood_countdown = -1
unit.counters.death_cause = -1
-- weird, unknown territory
unit.enemy.anon_4 = -1
unit.enemy.anon_5 = -1
unit.enemy.anon_6 = -1
--unit.enemy.anon_7 = 0
--unit.status2.unk_7c0 = -1
--unit.enemy.unk_v40_2_count = 11
--unit.unk_100 = 3
end
I tried it out, they got "transformed", and then they all immediately started to attack each other. They all fought each other until there was one left. Nobody else in the fort joined in on the fight, just these 15 new Oni. I'm guessing that them trying to dodge the smoke from the workshop pissed them off, either that or it causes confusion in them. I paused as soon as I saw a tiny bit of blood splatter and noticed a large number of combat logs with all the new units. The successful thing is that they did generate in the room where I had caged them.
I read through the create-unit.lua and corrupt.lua files you provided and I was curious if there's a way to read the name and age of the unit you are about to kill to pass it along as their actual name and ages. I saw where you were basically passing along "evil" for name, which I assume picks evil words to create new names. I also saw where you passed in 20 for age
As for them getting scared of the new corpses, is it possible to:
- Remove unit from cage
- Forbid unit's carried items and force them to drop the items
- Capture their coordinates (Possibly also full Name, Age, Relationships, Kills)
- Teleport the unit somewhere useless then kill it (I found this (https://www.reddit.com/r/dwarffortress/comments/2wnxvk/dfhack_protip_for_cheaters_who_want_to_rid_their/) when I was searching for "dfhack remove unit" on google)
- Create the new unit at their release coordinates
- Backfill information for new unit (Full Name, Age, Relationiships, Kills)
- Stuff them back in their cage so they don't get knocked around with the smoke or when a new unit is created
I know I am asking for a lot with that last part. Ultimately I would be happy with them not killing one another right after being corrupted, but the other stuff would be sweet delicious icing on the cake.
Nice job, I can see it in the summoning script. This is logical anyway to provide the location of the created unit.
hey boltgun:
http://www.bay12forums.com/smf/index.php?topic=164068.0
was there any changes to liquid_fire for the succubus clothing recently? they are suddenly appearing on dwarfs... lol.
It apparently is just migrants showing up with pants and shirts on.... which is interesting... I have no idea why it would start doing this now... I've nto had anything to do with the material.
and after 20 embarks as dwarves with active succubus forts all over the place.... no liquid fire clothing... I'm going to say its very rare... and we need a game save with it occurring, before we waste time hunting for an example anymore.
Just wondering that are the Meph's tileset (Reply #462) about the succubus usable or not?
...... Succubi/Incubi apparently don't have any variation in hair colour; their description either says: "Her/His hair is pumpkin." ,Or: "Her/His pumpkin hair is wavy." I've used to imagine Succubi with predominantly black hair; of course, this doesn't need to be the case, but why the colour pumpkin? Shouldn't there be at least some variation? (There is a great variation in skin colour, though!)
...
...... Succubi/Incubi apparently don't have any variation in hair colour; their description either says: "Her/His hair is pumpkin." ,Or: "Her/His pumpkin hair is wavy." I've used to imagine Succubi with predominantly black hair; of course, this doesn't need to be the case, but why the colour pumpkin? Shouldn't there be at least some variation? (There is a great variation in skin colour, though!)
...
Predominant hair/eye/skin colors are actually a vanilla feature, creatures inherit physical features from their mother and over a few centuries in worldgen certain bloodlines will outnumber the others because of sheer luck as other strains die out before they can reproduce. Succubi take that feature and run with it because so few succubi can actually find an incubus to get married to and so there's less mothers in worldgen for a set of genes to compete with.
Sorry for keep struggling on the same problem. But I am sure that I have chosen Meph Tileset in Masterwork Launcher and the succubus' image in the game were still the originals. However, other things did changed
Sorry for keep struggling on the same problem. But I am sure that I have chosen Meph Tileset in Masterwork Launcher and the succubus' image in the game were still the originals. However, other things did changed
the only question is which version are you using?
Meph did not update his succubus calls in 1.23 and I just recently in version 1.27 updated the calls correctly and some additional fixes are coming in the 1.28 version.
If they aren't working correctly after that... then let me know I'll look into it a bit deeper... there is definitely a graphic interface issue that was overlooked in MDF and I'm trying hard to fix it. For the most part it works well, but there's small issues that crop up into bigger issues as people play with the graphic options.
The Frog Demons in my fort make the ground full of their blood but they are not wounded, is that a bug?
Alas, poor succubi.
Mothi Spideryhates, the Diety, the Law-giver, has arrived to lay down some godly smite on their dark, ocean-side dungeon.
Okay, I'm lost. How does the new magma well work? It says it spawns an aquifer of lava in one of the cardinal directions, but im not seeing any new magma. I have tried putting it up against a wall, having it in open space, digging under it, having open space under it, having open space above it, only digging out those spaces after it runs, only digging out those spaces while its being run, running it on repeat for all of the above. Then repeating all of this with aquiferable materials like sands instead of stone.
I can't seem to figure out where the magma is.
I did notice that there is trees catching fire when I load the save. I need to test this in the latest df version since there is some fix related to this.
If you can send me the save I can investigate this further.
I seem to be unable to corrupt my prisoners... i have them caged right next to the Den yet every time i try i get the 'There were no valid targets for corruption' message. Something im missing or is this a bug in my version? version v1.30 (43.05)
Edit: are black goblins not able to be converted?
I had no luck finding the problems with magma wells but with a new stable dfhack I am updating everything to the newest version of df. There is a chance that our issues are fixed after updating the scripts.
So in addition of removing redundant workshops and materials, I have reintroduced the altar of sin. The succubi can learn one secret and one spell each. So far I ported the secrets of fire and lust, plus a teleport spell. There is quite a few more to go (I plan to add secrets for Chaos and Depravity, plus some more fun minor magic).
I hope to get the old site wide spells working too before Meph get on MDF again, but it will be released for vanilla first.
I had no luck finding the problems with magma wells but with a new stable dfhack I am updating everything to the newest version of df. There is a chance that our issues are fixed after updating the scripts.
So in addition of removing redundant workshops and materials, I have reintroduced the altar of sin. The succubi can learn one secret and one spell each. So far I ported the secrets of fire and lust, plus a teleport spell. There is quite a few more to go (I plan to add secrets for Chaos and Depravity, plus some more fun minor magic).
I hope to get the old site wide spells working too before Meph get on MDF again, but it will be released for vanilla first.
Is it possible in the current version for a succubus adventurer to learn these abilities? If so, how?
Not in the current version but it's planned. I want to release on vanilla quickly to catch on the DF version.
- First I'll release with 4 spells (two big and two small)
- Next, jobs to produce sealed spells will be added. After making some in fort mode, you can bring an adventurer to grab the spells.
- And then more powers will be added.
If Masterwork gets updated, would you help built the new version and put Succubi on it?
I have an issue with my fort running right now
So, I spawned on a tile that's supposedly supposed to have sand, but it has Loamy sand. I've been playing through it for awhile, and I've run into problems trying to get my Metalwork and glasswork industry up. The floating glass furnace and magma well require non-economic magma-safe building material. I have Orthoclase and Mica, but I can't make blocks out of them. I can't make sand out of boulders because I don't have the wood to make a windmill or water wheel. Is there anything I can do to get out of this hell loop?
Also, on a side note, can succubi ever get immunity to Warpstone?
I have an issue with my fort running right now
So, I spawned on a tile that's supposedly supposed to have sand, but it has Loamy sand. I've been playing through it for awhile, and I've run into problems trying to get my Metalwork and glasswork industry up. The floating glass furnace and magma well require non-economic magma-safe building material. I have Orthoclase and Mica, but I can't make blocks out of them. I can't make sand out of boulders because I don't have the wood to make a windmill or water wheel. Is there anything I can do to get out of this hell loop?
Also, on a side note, can succubi ever get immunity to Warpstone?
Oh hallef**kinglujah
Hello, I need to go back into the raws and re-add all the masterwork stuff. Succubi should not only be immune but slightly boosted by mining warpstone.
Unfortunately, loamy sand is a crappy soil that cannot be used for glass or clay works. You are stuck with buying sand from caravans. Otherwise, once you got a hold of a few bags you can make glass blocks at a non-magma glass furnace and then make the wells and workshops you need. If you have no fuel, you can get a few free piece of coals by "Heating the forges" at a furnace. I hope you find metal to compensate for this.
By the way, I fixed a bunch of bugs and will do a patch asap.
Is there a way to tell whether the sand will be "Loamy sand" before I embark?
Ah, thanks
One more thing, when you release your new patch (Don't feel rushed!) Will you release it to Meph's Masterwork or make an "Unofficial" patch on this thread?
Oh and i just tried to corrupt foreigners at the den of iniquity and that made my game crash, i had the workshop next to a group of visitors in the tavern
[EDIT] This didnt happen the second time i tried it. so ignore this
I got a bug when playing the succubus. When i read the manual they speak of a soul well? Or some workshop that captures souls in gems. For me such a workshop (and some others too) dont appear in my workshop list. So i cant build them. I also noticed that the succubus race cant make paper? The option for making a slurry from plants and pressing the slurry into a sheet isnt available in the manager menu nor in the workshops.
Now the game breaking bug i have is that the summoning portal doesnt work. They do their ritual which ends with a puff of smoke but then nothing spawns (it does take my items). I checked the DF hack for this and i only see some commands marked in red. Here is how it looks: https://imgur.com/DdV854a
I love the faction and i hope there is a way of fixing this. I am playing on the newest version so that shouldnt be the problem.
Also to be sure, here's the link to the latest update. It fix a few problems :can u upload again?
https://github.com/Bltgn/DF-succubus/releases/download/fooccubus-16.4/succubus-mwdf.zip
So is there any plan to bring soul gems back in some form? It just doesn't feel like demons unless there's soul trading going on.