You happen to have a metal guide for this mod? I find it hard to figure what i should use for weapons and armor and what I shouldn't.
adventure mode don't seem work for me in this mod
How good at cutting is Silksteel? And the hell is a Jitte? It's classed as a mace right?
Farmed pants? Wut? Did I miss something? :P
But I never wear pants! They itch!Farmed pants? Wut? Did I miss something? :P
PANTS! WE NEED PANTS! Can't you see, pants are the best thing THEY ARE BETTER THAN SHORTS!
Quick question, do you plan on putting Sparkle-Cola in the Advanced Distillery(If it comes to fruition) asking because you already have some things from Fallout Equestria(I.M.P, Unity, Hellhounds)
Will there be anything akin to Sombra in the mod? Also, what about adorable crystal sheep?DAAAAAAAAAWSpoiler (click to show/hide)
Okay then, we can wait for the industrial revolutionQuick question, do you plan on putting Sparkle-Cola in the Advanced Distillery(If it comes to fruition) asking because you already have some things from Fallout Equestria(I.M.P, Unity, Hellhounds)
I think it would imply a somewhat higher level of technology than the one in my version. I kinda don't see mass-produced bottled soft drinks here.
Will there be anything akin to Sombra in the mod?
Also, what about adorable crystal sheep?
when i try to create a new world it crashes, any ideas?
You ought to go work on Fallout Equestria mod.
Was distracted by things. Back to work.Yay! Eat fluffle puff! Nom Nom Nom.
Making new large roamers, starting with the feral crystal ponies. There's currently four distinct creatures; the first three being the more physically formidable crystal aspects (ruby, sapphire, emerald) with four castes apiece (normal m/f, mutant, abomination). The fourth creature has the mutant castes from the remaining aspects.
The plan is to make some more aspected crystal creatures (current vision: rock golems with crystalline base), and several aspect-less ones. The non-aspect crystal materials will yield less when processed (the yield is not yet decided).
And also, because of personal reasons, there's going to be a new source of cheap leather, meat, yarn and laughs.Spoiler: Shield your ears... (click to show/hide)
Was distracted by things. Back to work.
Making new large roamers, starting with the feral crystal ponies. There's currently four distinct creatures; the first three being the more physically formidable crystal aspects (ruby, sapphire, emerald) with four castes apiece (normal m/f, mutant, abomination). The fourth creature has the mutant castes from the remaining aspects.
The plan is to make some more aspected crystal creatures (current vision: rock golems with crystalline base), and several aspect-less ones. The non-aspect crystal materials will yield less when processed (the yield is not yet decided).
And also, because of personal reasons, there's going to be a new source of cheap leather, meat, yarn and laughs.Spoiler: Shield your ears... (click to show/hide)
Because we can, that's why!Was distracted by things. Back to work.
Making new large roamers, starting with the feral crystal ponies. There's currently four distinct creatures; the first three being the more physically formidable crystal aspects (ruby, sapphire, emerald) with four castes apiece (normal m/f, mutant, abomination). The fourth creature has the mutant castes from the remaining aspects.
The plan is to make some more aspected crystal creatures (current vision: rock golems with crystalline base), and several aspect-less ones. The non-aspect crystal materials will yield less when processed (the yield is not yet decided).
And also, because of personal reasons, there's going to be a new source of cheap leather, meat, yarn and laughs.Spoiler: Shield your ears... (click to show/hide)
How will !!Crystal!! creature mutant things work, anyway? Will they have regular, possibly weaker chitin on top of there regular crystal hide, or will they have some sort of nifty crystal chitin stuff?
Also,Spoiler (click to show/hide)
How will !!Crystal!! creature mutant things work, anyway? Will they have regular, possibly weaker chitin on top of there regular crystal hide, or will they have some sort of nifty crystal chitin stuff?
Will Crystal Ponies be a hostile race, or are we going to play as them? I hope its the latter as I want to have a megaproject spanning several reclaims of creating a self sufficient Crystal Empire to where I can lock it off on the final reclaim and 'Dissapear' for a decade then open up to trade for a year, then disappear, rinse repeat.
On that note, is there any chance for the ability to "Sombrify" the fort?
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Duplicate Object: creaturebody 2PONY_ANIMAL_ANTENNAE
Duplicate Object: creaturebody 2PONY_ANIMAL_TUSKS
Duplicate Object: creaturebody 2PONY_ANIMAL_TENTACLE
Duplicate Object: creaturebody PONY_ANIMAL_TENTACLE
Duplicate Object: creaturebody PONY_ANIMAL_HORN
Duplicate Object: creaturebody PONY_ANIMAL_MOUTH
Duplicate Object: body_detail_plan TAINT_PONY_TISSUES_CHITINOUS
Duplicate Object: body_detail_plan TAINT_EXOTIC_TISSUES_CHITINOUS
Duplicate Object: body_detail_plan TAINT_RARE_TISSUES_CHITINOUS
Duplicate Object: body_detail_plan TAINT_ANIMAL_TISSUES_CHITINOUS
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
Impoverished Word Selector
Impoverished Word Selector
Duplicate Object: creaturebody 2PONY_ANIMAL_ANTENNAE
Duplicate Object: creaturebody 2PONY_ANIMAL_TUSKS
Duplicate Object: creaturebody 2PONY_ANIMAL_TENTACLE
Duplicate Object: creaturebody PONY_ANIMAL_TENTACLE
Duplicate Object: creaturebody PONY_ANIMAL_HORN
Duplicate Object: creaturebody PONY_ANIMAL_MOUTH
Duplicate Object: body_detail_plan TAINT_PONY_TISSUES_CHITINOUS
Duplicate Object: body_detail_plan TAINT_EXOTIC_TISSUES_CHITINOUS
Duplicate Object: body_detail_plan TAINT_RARE_TISSUES_CHITINOUS
Duplicate Object: body_detail_plan TAINT_ANIMAL_TISSUES_CHITINOUS
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
*** Error(s) finalizing the translation CAVE
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DIO
Unrecognized word token: WINDSTORM
*** Error(s) finalizing the translation DOG
Unrecognized word token: PLAYFUN
It will crash often if you use the default worldgen. I think it's a given for a lot of mods, not sure why.
With the advanced worldgen, it almost never crashes for me. Maybe 1 time out of 10.
What's wrong with DFHack's Dwarf Manipulator (that menu you go to when you press "l" when viewing the unit list)? I can't find it.
On the mod, oh my, Star Beasts are fun, and it's basicly a lottery if one get's a "small" one or something like a Ursa. Is it possible to capture one or two, for the purpose of starting up a sort of cosmic zoo?Star Beasts have trapavoid. So, it's only possible if you can get a web-covered trap and lure a star beast onto it.
So, I've tried the default WorldGen at least 15 times, and the Adv. WorldGen at least three. Every time, it crashes during the history simulation. Do you have any ideas for a fix? I'm using Windows 7, if that helps at all.
Hey. Thanks for the advice, but it didn't help. Setting it to 200 and 150 still didn't work. It ends up crashing around year 20.So, I've tried the default WorldGen at least 15 times, and the Adv. WorldGen at least three. Every time, it crashes during the history simulation. Do you have any ideas for a fix? I'm using Windows 7, if that helps at all.
Sometimes just making shorter world gen history will alleviate that (Like instead of 248 go with 200 or 190 or something.) I have the same problem when I make the world gen for too long with mods.
Hey, look what I found.Spoiler (click to show/hide)
I... Just picked up the mod so I won't play here yet, but I think this is pretty darn rad. It's year 1050.
i dont know why but i cant shear any of my fluffy ponys with extremely long fur , are they shearable ?
also , their stunted ponys that want to die ?!? WHY ARE THEY FLUFFY!!! so cruel ! : )
I also just notices that on top of everything this mod has mlp ponies that need to get drunk to get trough a days work.
Is there a way to run both vanilla Dwarf Fortress and a modded Dwarf Fortress at the same time? Because reading through the readme for this mod makes me want to play this mod... but I don't want to lose my ability to be a dwarf.
-The Factory uses most of the body components now. The Extractors (there's four now, one for each spectra type) can consume meat, fat, spinal tissue, organs and horns/hooves. Bones are not useable, for now; probably won't be until the bug is gone.Hey, that's pretty awesome. Less micromanagement for the damn jugs ;P
-The extraction now produces a tool item and does not need jugs anymore. The items are processed at the rainbow smelter.
-Other parts that are usually just left in the refuse (cartilage, claws, teeth) can be put through a Grinder to make Rainbow Sludge, which has more some more uses.
Just out of curiosity, though, will each pony body be able to produce much more spectra now? It sounds like that might be the case; unless you increase the amount of spectra needed to make rainbow bars it sounds like I can turn a stack of meat, organs and bones from a single dead pony into a ton of spectra (considering the sheer amount of organs any individual pony drops, it might be in the realm of one rainbow bar per pony, even).
Ah, hell. Do you know about the bug that stops creatures from growing after birth (http://www.bay12forums.com/smf/index.php?topic=126924.msg4300391#msg4300391), Valikdu? I just now noticed that you haven't done anything to prevent it.
For those of you who use raw ASCII graphics instead of tilests, you might be interested in a mod I made that changes the tiles of every sentient race to make them a bit more readable. It'll make every caste recognizable without the need to dig through descriptions and such; you can find it at DFFD.
Actually, the current version has the fixing script in its DFHack.
Just out of curiosity, Valikdu... why do Diomedians fire blowdarts from their repeating crossbows? I wouldn't mind nearly as much if blowdarts weren't infinitely less deadly than bolts ;l
One major cause seems to be butchering thief (or at least sand dog) corpses; every time this occurs, the game crashes hard. Is there a way to fix this? I'm really enjoying this mod otherwise...
Am wondering if someone wants to make a stonesense set for this.
Anyone working on any new spells it gets boring seeing spinning ice all the time.
hell maybe a fire speel
Welp.Yes do that pls.
I was thinking that the next DF release is right around the corner, and wanted to have that first. Just so that I wouldn't suddenly have to also adapt everything to it. But it's been almost 2 years since 0.34 (aka Valentine's release). I might just go ahead and start on the next version. When I'm done with another thing that I'm doing right now.
Is there any chance of making a plain ASCII version of this mod, so we can just change out the raws? It would really help those of us who either don’t use DFHack or play Dwarf Fortress on Mac or Linux.
Is there any chance of making a plain ASCII version of this mod, so we can just change out the raws? It would really help those of us who either don’t use DFHack or play Dwarf Fortress on Mac or Linux.
Well, as I didn't really do anything outside of the raw files, you can just change out the raws anyway...
Here's a totally clean version with no DFHack or tiles: http://dffd.wimbli.com/file.php?id=8531 (http://dffd.wimbli.com/file.php?id=8531)
Your zebras have a pretty funny language.
[T_WORD:ARCH:artifice]
[T_WORD:ANGER:apple]
[T_WORD:ACE:ageless]
[T_WORD:BLOOD:boar]
[T_WORD:BOTHER:breeches]
[T_WORD:CHIP_VERB:clasp]
[T_WORD:BREACH:breakfast]
[T_WORD:GOD-FORSAKEN:grizzle]
[T_WORD:HEDGE:hound]
[T_WORD:HELL:howl]
[T_WORD:MURDER:nude]
[T_WORD:OBLIVION:phlegm]
[T_WORD:NUMBER:panther]
Are these appropriations of pony words the intent?
The diamond dogs aren't much better
[T_WORD:DEAR:beste-----------------,]
[T_WORD:FOOL:pumbavu!]
[T_WORD:KISS:kus?]
[T_WORD:SPELL:spelling...]
[T_WORD:PICK:kies...]
[T_WORD:TILE:&trapsgewijs]
Also look at the bottom of the language files. It might be that the generator you used is buggy.
Is there anything in here that actually requires DFhack?There was a bunch of useful scripts there, like the growth bug fixer and the autobutcher.
wait, are there aquifers in this mod?I've disabled the aquifers some time ago.
There’s a merged version of the DF2012 language raws on DFFD with the redacted words restored.Could you point me to them, please?
Is there anything in here that actually requires DFhack?There was a bunch of useful scripts there, like the growth bug fixer and the autobutcher.Quotewait, are there aquifers in this mod?I've disabled the aquifers some time ago.QuoteThere’s a merged version of the DF2012 language raws on DFFD with the redacted words restored.Could you point me to them, please?
Is there some kind of more fleshed out guide about armor layering, etc? I'm so wiki spoiled. Also, is there any way to start adventure mode without crashing?
Is there a way to force a usable world?
I don't know why, but in the newest Alpha release my caravans keep spontaneously combusting.But... I literally haven't done anything with temperatures (and wasn't going to). :o
But... I literally haven't done anything with temperatures (and wasn't going to). :o
I seem to have solved the worldgen rejection. Well, I solved it by giving all the crops to everyone, actually. I'm still not sure how it works.
One thing I have been wondering about the mod is why can't the winged chimera ponies fly?it's because pathing things.
I wonder if there is any particular reason for them to not be able to fly even when the game does say that they have wings.
I'm glad you clipped ponies' wings. Thank you. It meant I didn't have to. The only suggestion I can make is, while they're clipped, increased the speed of the flying caste's movement speed, to their flight speed. That way with the wings being clipped, the ponies still have a massive speed boost, but without the cool pathing that causes weird errors.(Seriously I burrowed all the fliers inside in Sorcerer's mod, chopped down all the trees, and my alicorn still got caught in mid air once I removed the burrow so I could haul stuff inside, and even putting a floor under her didn't get her to land. She just dehydrated there, unable to path back out of the air to get a drink)Where do we put thisSpoiler: Code change, for those who don't mind tinkering their RAWs (click to show/hide)
I'm glad you clipped ponies' wings. Thank you. It meant I didn't have to. The only suggestion I can make is, while they're clipped, increased the speed of the flying caste's movement speed, to their flight speed. That way with the wings being clipped, the ponies still have a massive speed boost, but without the cool pathing that causes weird errors.(Seriously I burrowed all the fliers inside in Sorcerer's mod, chopped down all the trees, and my alicorn still got caught in mid air once I removed the burrow so I could haul stuff inside, and even putting a floor under her didn't get her to land. She just dehydrated there, unable to path back out of the air to get a drink)Where do we put thisSpoiler: Code change, for those who don't mind tinkering their RAWs (click to show/hide)
I'm glad you clipped ponies' wings. Thank you. It meant I didn't have to. The only suggestion I can make is, while they're clipped, increased the speed of the flying caste's movement speed, to their flight speed. That way with the wings being clipped, the ponies still have a massive speed boost, but without the cool pathing that causes weird errors.(Seriously I burrowed all the fliers inside in Sorcerer's mod, chopped down all the trees, and my alicorn still got caught in mid air once I removed the burrow so I could haul stuff inside, and even putting a floor under her didn't get her to land. She just dehydrated there, unable to path back out of the air to get a drink)Where do we put thisSpoiler: Code change, for those who don't mind tinkering their RAWs (click to show/hide)
This goes in creature_pony.txt
Mind, I only play basic ponies, so I haven't gone through and modified all the castes of all the other entities. I really should, but my coding time is being taken up with coding 250+ new words into the game for use in this mod.
I'm glad you clipped ponies' wings. Thank you. It meant I didn't have to. The only suggestion I can make is, while they're clipped, increased the speed of the flying caste's movement speed, to their flight speed. That way with the wings being clipped, the ponies still have a massive speed boost, but without the cool pathing that causes weird errors.(Seriously I burrowed all the fliers inside in Sorcerer's mod, chopped down all the trees, and my alicorn still got caught in mid air once I removed the burrow so I could haul stuff inside, and even putting a floor under her didn't get her to land. She just dehydrated there, unable to path back out of the air to get a drink)Where do we put thisSpoiler: Code change, for those who don't mind tinkering their RAWs (click to show/hide)
This goes in creature_pony.txt
Mind, I only play basic ponies, so I haven't gone through and modified all the castes of all the other entities. I really should, but my coding time is being taken up with coding 250+ new words into the game for use in this mod.
Looking at that I think it shouldn't be too hard for anyone to just go into the which ever creature RAW and edit the GAITS so that the flying speed matches the walking speed. They would basically be making the same changes as far as I understand it.
I think that if someone can figure out how to do what you showed then they should be able to make the same changes to other races if they find the RAW for the given race they want to change. Just go in and make the numbers match and leave everything else the way they found it.
Just keep the numbers in the line below and change the numbers in the line above to match, and you're done. Now they will walk at the speed they would normally fly.
...So I was playing with an awesome mod which puts My Little Ponies into the DF universe. And I thought, what would make the game even more in tune with "grimdark" fanfiction (even though it already has pony-flesh cupcakes)? Wait a second... "grimdark"? In the grim darkness of the... yes, that's what it needs! TYRANIDS! And since it's My Little Pony, they'll be PONY TYRANIDS!!! And I did just that.
I'm having trouble putting on items in adventure mode. I'm not entirely sure what's wrong, but I grab the items and it won't let me wear them. Is there something I'm doing wrong or is it other things. (I'm playing as an Alicorn for what it's worth.)What items are they exactly? What are you already wearing? Some items block other items from being worn, and if you wear too many items then you can also block items from being worn. A vanilla example:caps have the [SHAPED] token, Helens also have this, which means if you're wearing a cap you can't wear a heels or other caps. Or, mittens have a layer size of 15 or something i think, and gloves have a layer permit of 10 maybe, I'm not exactly sure, so if you wear mittens you can't wear gloves because the mittens are too big to put the gloves over.
*edit*
Also, for whatever reason, the bat ponies keep self-combusting while digging.
Self combusting? There's a odd problem....
I'm actually starting to work on it now. Lost a lot of time due to being hospitalized (nothing permanent) for most of December until just now, so I'll set my CKII mod aside for a while to make an update. Maybe I'll get some new ideas to implement, too.
I wonder how making winged creatures naturally really good at climbing would effect things?
Bug: Silver leopard hair can't seem to be spun into animal hair thread at the farmer's workshop (or anywhere else I've found yet)
Yeah the labor is missing entirely from them for some reason.
I'll include DT (and DFHack) as soon as there's a version of it for the 64-bit game.Valikdu! XD YES! DFHack 43.05 is out! weeee... :D or will you wait till its out of alpha?
I'll take a look at the new version. Do you know if it works without crashing and such?
I'll make something after I've attended the Game&Film Expo, I think. There's a couple of things that I've though about adding in.
(*) Made idle and vermin-hunting dwarves come down from trees more successfully
After seeing this line in the new update it makes me wonder if this means that dwarfs that are able to fly won't be stuck in trees anymore.
Don't mean to potentially necro-thread but its been about a month or so since we last heard from Valikdu, they doing alright?
Also as a side question, is it plausible for ponies to become Alicorns or for Alicorns to be born/made/morphed?
I'm nearly done with the big stupid translation project of the big stupid book about AI. It has been pissing me off for the last 4 months, but I'm almost free of it.
Actually, I intend to turn in the last chapter around Sunday.
I don't know how the thing that happened with the 44.10 version, happened. Maybe I've accidentally copied those files over when changing the tile set, and that's why my test world was fine?
I'd ask that... well... if something like that happens in the future, would somebody please write about it? Because I've literally just noticed it now. Um... Sorry, everyone.
Regardless, it's all fixed now. I've ported the mod over to 44.12.
The fix-sentient-butcher script is there, too. I'd like to see feedback on that, as well, while I figure out the Terror and Madness update.
I also have an idea for some things after that, but that's... well, the future. I'll try to get some work done while there's breathing room.
Is anyone else having this issue?
creature_valik_templates_device_modified
[OBJECT:CREATURE]
[CREATURE:BONEMOLD]
[NAME:bonemold:bonemold:bonemold]
[ARENA_RESTRICTED]
[DOES_NOT_EXIST]
[MATERIAL:BONEMOLD_TEMP]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:SOLID:skeletal]
[STATE_ADJ:SOLID:skeletal]
[PREFIX:NONE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:2]
[SPEC_HEAT:1000]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
These files look odd to me:Spoiler (click to show/hide)
twbt unit_transparency 1
It'll be some time before I start working on another new version. Here's some thoughts of it:
-A new playable entity. Crystal ponies come to mind (I read a fic where they used magic with their forehooves, and got inspired), and also this OC
(https://i.imgur.com/LTCR4vH.jpg)
(the horn is actually not magical)
-Consequently, more crystal-related stuff. Plants, creatures.
-Custom demons
-Guns!
How do you use ironwood logs? On wiki it said there are special workshop, but it seems it not there anymore.
[SITE_VARIABLE_POSITIONS:ALL]
and added it to the UNITY Entity file. Figured it'd be somewhat fitting. I've got to see how well StarMetal does against Will it be updated to 47.04?