Is this 'zerg rush' the new internet fad? Dunno what it is, but I oppose the idea of putting any fad in a mod. They are soooo lame...
Anyhow, on the guilds, I suggest adding a engineers guild, an administrators guild and perhaps also an architects guild. The later only when the architect job has some more use to it. I also sugest merging the weavers guild with the crafters guild. Alternatelly, you could make a clothworkers guild and merge the crafters guilds with the stone, wood and metal workers.
On the earlier idea you stated, about all the different races, you might want to narrow those down a bit. Its not possible to get those all to show up in a single world, and even if it was, then the weaker ones would die out very quickly.
Lastelly, you can allready mod in poisenous attacks, so long as they are innate creature attacks (not weapons). Creatures like GCS use it, you can give them stun, paralise or both. See the wiki for more details.
Is this 'zerg rush' the new internet fad? Dunno what it is, but I oppose the idea of putting any fad in a mod. They are soooo lame...
Ooh! add a race of Landwhales!With pet Land Sharks!
Yes, but that's a limitation with the game engine right now. You can't have civs form spontaneously from disaffected groups. They have to have a base race associated with them and other races only get added in through conquest or snatching.
Which means that 'tainted' dwarves will technically be a separate species from normal dwarves right now, but that's just another limitation to deal with I guess.
Question for people:
With the new custom workshops I'm rethinking how I want to handle things like the creation of Tempered Crystal, Blood Crystal, etc and the Infused Metals, like Incendium.
Obviously, they won't just happen in the normal smelter anymore.
I'm thinking of having a custom workshop for the Infusions. It'll probably use the Alchemy skill. Not sure yet what components it might need. Blocks and fuel, maybe a bin or barrel.
I'm having trouble deciding about the Crystal materials, though. Right now they just use Cinnabar and Cobaltite. I can do a lot more now, with taking extracts from minerals and whatnot and using those, so I'll probably have Quicksilver and something based on Cobalt. (Blue powder or something). But what else should we use? Gemstones, like the infused iron metals? Plant extracts?
What I eventually do will probably change based on what's actually possible, but I'm trying to get ideas and I'd like to get a sense from people. How much do you use Blood Crystal or Night Crystal right now? What about Void Crystal? They were originally added in to give you a way to make some decent metals without having them on-site (as long as you have cinnabar or cobaltite, at least. Rock crystal of course is all over the place). Not sure if that's how people use them in practice or not, though.
It is more of tech level thing than anything else (bloomery + forge superseded by crucible superseded by blast furnace), so perhaps different custom workshops used by different races (restricted by different skills). It wouldn't change them as opponents but it would change them if they were played (enhancing the differences between the races).
The Blast Furnace really needs power (windmill/waterwheel) to operate the bellows.
Thanks, Deon. I haven't had any trouble so far, mostly just a lack of time to really dig in and get modding.
Have you noticed any oddities with modding Civs compared to the previous version?
made a grate with a pit underit in the doorway of my butcher's shop, then slaughtered every animal in the fort!Win!
Oh, yes, but I need to discover how to *get* blood from animals you have in fortress mode if you don't have any.Hmmm...
Not yet. It's planned, though.Awesome... Do you mind If I make a humble request?
Of DF? Latest, so 31.03 right now. Basically, I need some extra forts run for longer periods of time to test things. I'll want to see stuff like Ant behavior in fortress mode or Sand Raider sieges and the like. Stuff that takes too long for me to sit around and wait for, but I want to know how it works in practice for a real fort.Ill try.
Ok, the first Test version (http://dffd.wimbli.com/file.php?id=2101) is up. I could use feedback from long-term forts on this version, mostly about the new animals and races.
Trade capacity has been rebalanced and made reasonable (~200lbs for a mule, for example)That's a right approach, I've made the same. In the vanilla they carry like a truck :P.
New version of the Test Files (http://dffd.wimbli.com/file.php?id=2160) is now up.
Chickens gave leather back in the old version too. It's kind of silly but it'd also be weird for them not to have a skin layer. I'll look into it, though. Maybe I can do something to balance it.
I've had a sugar beetle die on embark too, so upping the max age for them it probably a good idea.
As for the Chaos/Tainted dwarves I'm still deciding on that. I'm also going to have chaos tainted humans and elves, and 'tainted men' just sounds better to me than 'chaos men'. But it's still a debatable item.
Pigs needed weakening? The only thing I knew to do with them was fix the typo...A somewhat beat-up pig was able to kill a mako shark a few seconds after the pig bled out.
plant_cf
[OBJECT:PLANT]
[PLANT:BERRIES_RASPBERRY]
[NAME:raspberry][NAME_PLURAL:raspberries][ADJ:raspberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:162][PICKED_COLOR:4:0:0]
[GROWDUR:1200]
[DRY][WET]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SWAMP_TEMPERATE_FRESHWATER]
[BIOME:MARSH_TEMPERATE_FRESHWATER]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen raspberry wine]
[STATE_NAME_ADJ:LIQUID:raspberry wine]
[STATE_NAME_ADJ:GAS:boiling raspberry wine]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[SEED:raspberry seed:raspberry seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:bumps]
[PREFSTRING:sweet taste]
[PLANT:BERRIES_BLACK]
[NAME:blackberry][NAME_PLURAL:blackberries][ADJ:blackberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:162][PICKED_COLOR:1:0:0]
[GROWDUR:1200]
[DRY][WET]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SWAMP_TEMPERATE_FRESHWATER]
[BIOME:MARSH_TEMPERATE_FRESHWATER]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen blackberry cordial]
[STATE_NAME_ADJ:LIQUID:blackberry cordial]
[STATE_NAME_ADJ:GAS:boiling blackberry cordial]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:1:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[SEED:blackberry seed:blackberry seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:bumps]
[PREFSTRING:tartness]
[PLANT:BERRIES_BLUE]
[NAME:blueberry][NAME_PLURAL:blueberries][ADJ:blueberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:162][PICKED_COLOR:1:0:1]
[GROWDUR:1200]
[DRY][WET]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SWAMP_TEMPERATE_FRESHWATER]
[BIOME:MARSH_TEMPERATE_FRESHWATER]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen blueberry cordial]
[STATE_NAME_ADJ:LIQUID:blueberry cordial]
[STATE_NAME_ADJ:GAS:boiling blueberry cordial]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[SEED:blueberry seed:blueberry seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:roundness]
[PLANT:COTTON]
[NAME:cotton][NAME_PLURAL:cotton][ADJ:cotton]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:159][PICKED_COLOR:7:0:1]
[WET]
[BIOME:SAVANNA_TROPICAL]
[BIOME:GRASSLAND_TROPICAL]
[BIOME:SHRUBLAND_TROPICAL]
[VALUE:2]
[SPRING][SUMMER]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[SEED:cotton seed:cotton:6:0:0:LOCAL_PLANT_MAT:SEED]
[PREFSTRING:fluffiness]
[PREFSTRING:softness]
[PLANT:MUSHROOM_GLOW_CAP]
[NAME:glow cap][NAME_PLURAL:glow caps][ADJ:glow cap]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:6][PICKED_COLOR:2:0:1]
[GROWDUR:600][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
The material template is just called "alcohol" so we need to give it a proper name.
[STATE_NAME_ADJ:ALL_SOLID:frozen moonglow]
[STATE_NAME_ADJ:LIQUID:moonglow]
[STATE_NAME_ADJ:GAS:boiling moonglow]
We also set a few more numbers to distinguish the alcohol from the template.
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:2:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[SEED:glow cap node:glow cap nodes:2:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:80]
[CLUSTERSIZE:5]
[PREFSTRING:eerie glow]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:2:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
[PLANT:MOLD_SLIME]
[NAME:slime mold][NAME_PLURAL:slime molds][ADJ:slime mold]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:6][PICKED_COLOR:6:0:1]
[GROWDUR:300][VALUE:1]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[SEED:slime mold spawn:slime mold spawn:6:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:bitter taste]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:6:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
[PLANT:LICHEN_WEB]
[NAME:web lichen][NAME_PLURAL:web lichen][ADJ:web lichen]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:'#'][PICKED_COLOR:7:0:1]
[GROWDUR:800][VALUE:3]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
The material template is just called "alcohol" so we need to give it a proper name.
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven firewater]
[STATE_NAME_ADJ:LIQUID:dwarven firewater]
[STATE_NAME_ADJ:GAS:boiling dwarven firewater]
We also set a few more numbers to distinguish the alcohol from the template.
[MATERIAL_VALUE:3]
[DISPLAY_COLOR:4:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:3]
[SEED:web lichen spawn:web lichen spawn:6:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:40]
[CLUSTERSIZE:5]
[PREFSTRING:intricate webs]
[DRY]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:'#']
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:7:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
[PLANT:BULB_CAVE]
[NAME:cave bulb][NAME_PLURAL:cave bulbs][ADJ:cave bulb]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:6][PICKED_COLOR:5:0:1]
[GROWDUR:500][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven sherry]
[STATE_NAME_ADJ:LIQUID:dwarven sherry]
[STATE_NAME_ADJ:GAS:boiling dwarven sherry]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cave spice]
[STATE_COLOR:ALL_SOLID:CINNAMON]
[DISPLAY_COLOR:6:0:1]
[MATERIAL_VALUE:20]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:cave bulb node:cave bulb nodes:5:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:heady scent]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
[PLANT:GRASS_CRYSTAL_DARK]
[NAME:dark crystal grass][NAME_PLURAL:dark crystal grasses][ADJ:dark crystal grass]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:159][PICKED_COLOR:5:0:0]
[GROWDUR:500][VALUE:3]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:dark crystal dye]
[STATE_COLOR:ALL_SOLID:DARK_VIOLET]
[DISPLAY_COLOR:5:0:0]
[MATERIAL_VALUE:30]
[POWDER_DYE:DARK_VIOLET]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:dark crystal seeds:dark crystal seeds:5:0:0:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:1]
[PREFSTRING:crystal coated stalks]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:159]
[DEAD_SHRUB_TILE:159]
[SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
[PLANT:GRASS_CRYSTAL_RED]
[NAME:crimson crystal grass][NAME_PLURAL:crimson crystal grasses][ADJ:crimson crystal grass]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:159][PICKED_COLOR:4:0:1]
[GROWDUR:500][VALUE:3]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:crimson crystal dye]
[STATE_COLOR:ALL_SOLID:SCARLET]
[DISPLAY_COLOR:4:0:1]
[MATERIAL_VALUE:30]
[POWDER_DYE:SCARLET]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:crimson crystal seeds:crimson crystal seeds:5:0:0:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:1]
[PREFSTRING:crystal coated stalks]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:159]
[DEAD_SHRUB_TILE:159]
[SHRUB_COLOR:4:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
[PLANT:GRASS_CRYSTAL_GREEN]
[NAME:verdent crystal grass][NAME_PLURAL:verdent crystal grasses][ADJ:verdent crystal grass]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:159][PICKED_COLOR:2:0:1]
[GROWDUR:500][VALUE:3]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:verdent crystal dye]
[STATE_COLOR:ALL_SOLID:JADE]
[DISPLAY_COLOR:2:0:1]
[MATERIAL_VALUE:30]
[POWDER_DYE:JADE]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:verdent crystal seeds:verdent crystal seeds:5:0:0:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:1]
[PREFSTRING:crystal coated stalks]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:159]
[DEAD_SHRUB_TILE:159]
[SHRUB_COLOR:2:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
[PLANT:GRASS_CRYSTAL_GOLD]
[NAME:golden crystal grass][NAME_PLURAL:golden crystal grasses][ADJ:golden crystal grass]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:159][PICKED_COLOR:6:0:1]
[GROWDUR:500][VALUE:3]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:golden crystal dye]
[STATE_COLOR:ALL_SOLID:GOLD]
[DISPLAY_COLOR:6:0:1]
[MATERIAL_VALUE:30]
[POWDER_DYE:GOLD]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:golden crystal seeds:golden crystal seeds:5:0:0:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:1]
[PREFSTRING:crystal coated stalks]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:159]
[DEAD_SHRUB_TILE:159]
[SHRUB_COLOR:6:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
[PLANT:CINNAMON]
[NAME:cinnamon bush][NAME_PLURAL:cinnamon bushes][ADJ:cinnamon bush]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:159][PICKED_COLOR:6:0:0]
[GROWDUR:2000][VALUE:4]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cinnamon spice]
[STATE_COLOR:ALL_SOLID:CINNAMON]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:40]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:cinnamon seed:cinnamon seeds:6:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:sweet scent]
[WET]
[BIOME:SAVANNA_TROPICAL]
[BIOME:GRASSLAND_TROPICAL]
[BIOME:SHRUBLAND_TROPICAL]
[BIOME:ANY_TROPICAL_FOREST]
[PLANT:BLACK_PEPPER]
[NAME:black pepper vine][NAME_PLURAL:black pepper vines][ADJ:black pepper vine]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:58][PICKED_COLOR:2:0:0]
[GROWDUR:2000][VALUE:4]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:black pepper spice]
[STATE_COLOR:ALL_SOLID:CINNAMON]
[DISPLAY_COLOR:0:0:1]
[MATERIAL_VALUE:40]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:black pepper seed:black pepper seeds:6:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:sweet scent]
[WET]
[BIOME:SAVANNA_TROPICAL]
[BIOME:GRASSLAND_TROPICAL]
[BIOME:SHRUBLAND_TROPICAL]
[BIOME:ANY_TROPICAL_FOREST]
[PLANT:BERRY_ICE]
[NAME:rime berry][NAME_PLURAL:rime berries][ADJ:rime berry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:58][PICKED_COLOR:3:0:1]
[GROWDUR:1200]
[DRY][WET]
[BIOME:TUNDRA]
[VALUE:3]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen winter wine]
[STATE_NAME_ADJ:LIQUID:winter wine]
[STATE_NAME_ADJ:GAS:boiling winter wine]
[MATERIAL_VALUE:6]
[DISPLAY_COLOR:3:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[AUTUMN]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[SEED:rime berry seed:rime berry seeds:3:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:amazing wine]
[PREFSTRING:glinting]
[PLANT:BERRY_CROW]
[NAME:crowberry][NAME_PLURAL:crowberries][ADJ:crowberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:58][PICKED_COLOR:1:0:0]
[GROWDUR:1200]
[DRY][WET]
[BIOME:TUNDRA]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen crowberry schnapps]
[STATE_NAME_ADJ:LIQUID:crowberry schnapps]
[STATE_NAME_ADJ:GAS:boiling crowberry schnapps]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:1:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[SEED:crowberry seed:crowberry seeds:7:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:75]
[CLUSTERSIZE:5]
[PREFSTRING:needlelike leaves]
[PLANT:BERRY_LINGON]
[NAME:lingon berry][NAME_PLURAL:lingon berries][ADJ:lingon berry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:58][PICKED_COLOR:5:0:0]
[GROWDUR:1200]
[DRY][WET]
[BIOME:TUNDRA]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen lingon berry syrup]
[STATE_NAME_ADJ:LIQUID:lingon berry syrup]
[STATE_NAME_ADJ:GAS:boiling lingon berry syrup]
[MATERIAL_VALUE:20]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[EXTRACT_STORAGE:BARREL]
[PREFIX:NONE]
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
[SUMMER]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[SEED:lingon seed:lingon seeds:5:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:75]
[CLUSTERSIZE:5]
[PREFSTRING:tartness]
[PLANT:CANE_SUGAR]
[NAME:sugar cane][NAME_PLURAL:sugar canes][ADJ:sugar cane]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:159][PICKED_COLOR:2:0:1]
[GROWDUR:2000][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen rum]
[STATE_NAME_ADJ:LIQUID:rum]
[STATE_NAME_ADJ:GAS:boiling rum]
[MATERIAL_VALUE:3]
[DISPLAY_COLOR:5:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:sugar]
[STATE_COLOR:ALL_SOLID:WHITE]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:30]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen molasses]
[STATE_NAME_ADJ:LIQUID:molasses]
[STATE_NAME_ADJ:GAS:boiling molasses]
[MATERIAL_VALUE:30]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[EXTRACT_STORAGE:BARREL]
[PREFIX:NONE]
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:sugar cane seed:sugar cane seeds:2:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:sweet juice]
[WET]
[BIOME:SAVANNA_TROPICAL]
[BIOME:GRASSLAND_TROPICAL]
[BIOME:SHRUBLAND_TROPICAL]
[BIOME:ANY_TROPICAL_FOREST]
I had a frost giant diplomat (similar to the vamarii one from earlier) show up and chitchat with my expedition leader...except unlike the vamarii one, he dropped dead spontaneously for reasons unknown to me. I'm presuming it has something to do with heat damage, as I didn't get any combat messages and i doubt his heart suddenly gave out in my dining room. I didn't have any magma in the immediate area, so they may just be taking heat damage from nominal underground temperatures(?).
Ok first off, Id like to say that I have been playing this mod since the 40d days and its always been FUN. But I just can't play it anymore. This is due to no fault of the creator of the mod (or perhaps it is but I don't think so). The reason I can't play this anymore is due to the @#$%ing military system.Did you try to train them with things like training dummies? Also my dwarves equip weapons just fine, you could try to make them to use steel only and reload just in case there's some bug.
Currently my fort has a massive steel making operation and I have a legendary armorsmith that has created over a dozen complete sets of exceptional or masterful armor sets. But in the military screens NOTHING SHOW UP. I try to equip my troops but even with the basic metal uniform they only pick up weapons that I either brought with me (crappy copper axes and picks) or bought from traders. Its like everything is forbidden but after double and triple checking nothing is. This leads into my second part of my sign off.
Now with vinilla dwarf fort you can servive without a military as long as you don't explore the underground and have lots of weapon traps. Not so with this mod. I JUST got mobbed by a massive sand raider ambush. This was only my second ambush but there was over 20 sandraiders with giant army ant mounts. Normally this wouldnt bother me, I am walled in and I quickly raised my bridges. THEN SOME UNITS ARE DISCOVERED INSIDE MY WALLS AFTER RASING MY BRIDGES. THEY SPAWNED INSIDE MY WALLS!!! Still thinking this was managable I sent my militia after them and my 7 dwarves got torn apart by 1 army ant and 2 sand raiders. Embaresing.
Sorry but until this military system gets fixed so that it doesnt crash every 5 seconds and my dwarfs actually FIGHT then I simply can't play your mod. Until then Goodbye and goodluck modding.
If that's not fixed in 31.04 I'll switch the skill over to Sword skill to prevent that.I find a better solution is to switch it to a dodging skill. It doesn't interfere with swords this way.
Meph, is your "World Gen log parser v1.3" compatible with df2010? If not, do you plan to update it soon? It sounds damned useful.
If it is compatible, you should mention that on the file description.
Well, that may explain why I'm getting cloth coifs. Obviously, I've got somethig wrong with my raws.
Do you have an arsenal dwarf? If you do, are they doing stuff other than the arsenal dwarf job? My military usually lags a little bit behind what i want them to wear, but I haven't had too many problems getting them to equip decent equipment?
the fact that they had Giant Ant mounts is awesome. I hadn't seen that yet!Yeah well maybe they were mounts or maybe they were just another cast attacking with the sandraiders(I'm pretty sure they were mounts, badass mounts more dangerous then the raiders due to thier impenaturabul carapaces) but seriously the WORST part of the ambush was that I am CERTAIN that some of the units spawned INSIDE my walls after a kitten that was locked outside found another ambush(you know how ambushes come in like 2-3 waves sometimes with each wave being hidden)
They layer pretty much the same as the normal armors. Chain Vests, Scale Armor, Lamellar Armor, and the various Hauberks are all the same layer as a Chain Shirt. They'll go over clothing but should go under a Breastplate.Also I dont seem able to make all of these, at least not though the manager screen.
Chain, Scale, and Lamellar leggings will go over pants but would be replaced by Greaves.
Chain, Scale, and Lamellar gauntlets should go over leather or cloth gloves but would be replaced by plate gauntlets.
The chain coif isn't working quite right, for some reason. It should replace a cap but go under the helm, but right now it just replaces the helm.
They shouldn't be able to spawn inside, I don't think. Although they may have snuck inside before you found the others and closed the gate.Pretty damn sure they spawned inside since they spawned on top of my trading depot while I had some elf traders there. Also I never knew that differently generated civilizations developed different types of armor. That explains some questions I'v had for awhile.
And, no, you won't be able to make all of the armor types. You're guaranteed at least one level 2 armor (chain vest, shirt, scale armor, whatever) but your civilization may only have one. Might have more. It seems to be pretty random. Dwarves like chain, though, so usually you'll have a chain armor plus maybe a few other types of chain or scale/lamellar.
Just nitpicking, I'm pretty sure they're called falchions, not falcions. Great mod though.
Soldier ants are pretty scary. I recommend countering them with Giant Beetles, who are a good bit bigger and share all of the natural advantages the ants have. Beetles win hands down.A few questions on the new animals
Should actually be woolly. I'll have to fix that.
Do you have a nonstandard embark size, by chance? That thing could happen in 40d with nonsquare embarks.
After embarking with about a dozen suger beetles I have found that the slaughtering is rather buggy. (pun unintended)
First beetle sluaghtered, 1 meat, 1 fat, and 1 skin.
2nd beetle, 9 meat, 9 fat, 1 skin
3rd beetle, 1 meat, 1 fat, 1 skin
4th beetle 9 meat, 9 fat, 1 skin
After checking I dont THINK its due to gender. Since both male and female beetles were slaughtered.
Yeah its wierd. Also the meat is worth 2 dwarf bucks a serving. Quite cheap IMO
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:2]
[MULTIPLY_VALUE:3]
Hmmm, check to make sure you don't have any diagonal gaps in your walls or a ramp you didn't know about?Look, it not like all ambushes happen like this, only war ants and sandraiders do this. Also, I am an experience DF player who has played the orcs mod...I know how to build a sealed wall-in ;D
All ambushes should start at one of the edges and work their way in from there. How close to the edge of the map are they spawning inside your walls?
flying ambushers! that's terrifying!Its been done in a 40d mod, I forget which one
I could object that I have the same plants but some shrooms and more and the same critters but beetles and much more, but I won't :P.
I agree that the latest Ironworks addition is great. It really adds to the game.
About castes, you could just copy/paste my dwarf creature in this mod and it would work nicely.
I'm glad you're enjoying it. :)Alright then, how do I go about adding the castes, and/or some of the new workshops?
In general, though, I'm against adding in stuff from other mods that don't fall into the balance category. I've tried to make Civilization Forge as friendly as possible for combination with other mods, so hopefully it's easy for people to mix in whatever other stuff they like. But I'll let Deon keep his special dwarves in Genesis. If I did something like that, I'd have my own spin on them. ;D
Heh, it must be my obsession with herbalism and different plants growing everywhere. Anyway, I tried to make every useful info in the Excel file which comes with the mod, so it should be easy to get what does what.
Speaking of Excel, Meph, do you plan to make a spreadsheet of your mod as a readme file? I've found that it helps players a lot.
Two things I noticed, not sure if its the mod or a bug of DF but all the traders are only bringing me leather and maybe a handful of other things. They never have wagons, and I do have room for them to bring them. And if I remove a rope or chain restraint the rope/chain is forever gone.
filling up vials of mercury with dwarven wine and taking it on patrol with them.I see no problem with this whatsoever.
A question about magma blast furnaces. Where do you need the channel for the magma to fuel it? I've torn down two of them so far because they didn't have any fuel.
Reading about all this stuff makes me really want to play it. Will it work with 03? Because 04 and 05 don't work for me.
For the minerals, I'd like to see less, but not as little as in 40d. Something in between would be nice, so you don't have giant piles of redundant material, but still don't have to explore the entire map just to find metal.
It needs to be under one of the eight boundary tiles, and it needs to have at least 4 units of magma below it.The blast furnace is a 5x5 custom workshop from this mod. I can't figure out which of the 25 tiles works, except it's not your choice of any of the edge tiles. And it has enough magma.
(Fun Fact, a small group Frost Giants using Glacium can kill whole armies. Even those using 'better' materials)
Ah! So it does have an effect in fortress mode!or give dwarves immunity to that level of heat.
Guess I'll have to reduce the temperature to a non-lethal level.
just a question, can the blast furnace also mass-produce crucible steel?
Ah. That makes sense.
Edit: If you're making other elemental giants, you could give the fire ones your hypothetical "super-incendium" metal to use in their weapons and armor, by only giving them the necessary reaction.
yeah, few bugs/problems/suggestions:
I'm finding most of the elemental crystals to be too inconsistent their rarity. Frost crystal, like microcline, is basically everywhere, and there are *some* firehearts in granite layers, but ward and storm crystals just don't seem to exist anywhere (and i'm looking around with reveal and dfprospector on maps with lots of granite/marble). It might be worthwhile to add firehearts, ward crystals, and storm crystals to common types of non-mineral layer stones (orthoclase, olivine, alunite, verdenite, etc) instead of directly to the layer to ensure somewhat of a uniform rarity
The tannable chitin stuff was (accidentally?) removed i think in the second test set, probably because of the material_template_default changes
I have a dwarf who currently likes 'alum filled alchemical'; i don't really know if that's fixable given the workarounds necessary.Yeah, kind of annoying but there really isn't a good way around it at this point.
Unless it's necessary for the workings of the mod, imho i would remove the various glass-material jars and try to stick to one type...eg, a special type of generic alchemical glass, or just plain green glass, or something along those lines. I think it clutters up things like the jobs and managers screens to have all the various material reactions for all the various jar types and stuff
Yeah, Frost Crystal is supposed to be a bit more common, since Glacium isn't as powerful as the others. Which others you get seems a bit random, since I know I've gotten both Ward and Storm Crystal on maps before. But bumping up the commonality might be ok. Or maybe reducing the occurrence of Frost Crystal a bit, since you're not supposed to really have much of the Elemental Metals.Yeah, just levelling out the rarity inline with the power somewhat was the hope; the frost crystals could definitely do with a bit of reduction, while i thought the rest could use a bit of a tweak upward.
The second test set should do that. You can make Alchemical Jars from any of the glasses, but after that they're just jars.
Hmmm. What size world are you genning? Also, how long do you have the world go on? I usually keep it around 200-300 years before I start, mostly because I like to have *some* possibility of there actually being goblins, violet xelics, and the like actually living in their settlements.
reaction_separation_cf
[OBJECT:REACTION]
-- THis workshop is used to separate mithril and levisium from their native ores
-- something that cannot be done at a normal smelter, as it requires emen aren to do
-- There is only a 20% chance that you'll get usable mithril from truesilver
-- Test...maybe a smaller amount of mithril bars is possible? Must try it.
[REACTION:SEPARATE_TRUESILVER_GREEN]
[NAME:separate mithril from truesilver]
[BUILDING:CHAMBER_SEPARATION:CUSTOM_T]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:TRUESILVER]
[REAGENT:B:1:TOY:ITEM_TOY_JAR:INORGANIC:EMEN_AREN_FILLED_GREEN]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SILVER][PRODUCT_DIMENSION:150]
[PRODUCT:20:1:BAR:NO_SUBTYPE:METAL:MITHRIL][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:TOY:ITEM_TOY_JAR:INORGANIC:EMPTY_ALCHEMICAL]
[SKILL:ALCHEMY]
-- 33% chance for Levisium from Levitite
[REACTION:SEPARATE_LEVITITE_GREEN]
[NAME:separate levisium from levitite]
[BUILDING:CHAMBER_SEPARATION:CUSTOM_L]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:LEVITITE]
[REAGENT:B:1:TOY:ITEM_TOY_JAR:INORGANIC:EMEN_AREN_FILLED_GREEN]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:33:1:BAR:NO_SUBTYPE:METAL:LEVISIUM][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:TOY:ITEM_TOY_JAR:INORGANIC:EMPTY_ALCHEMICAL]
[SKILL:ALCHEMY]
Civilization Forge does have seasonal crops already, so that may not be needed (not sure exactly what that mod does).
Goatmen = satyrs :P.
Having a file just called README or with a README extension is an old convention. It makes finding README files really easy, since they have this nice blaring extension telling you that they're not just another file for the program. So I've used that convention here. It should open in any text editor just fine.
...
so don't move any entries into appropriate raws?
...
You could just have chain vests, you could have all of the chain + scale + lamellar, although that's really rare. It's just how DF determines clothing/armor options.I'm special... :D
I am seeing arrows and daggers rip off limbs. Combat went from laughably easy pre .10 to VERY deadly after.
And I occationally have a game where I cannot make hauberks as well.
Hey, Meph, I've seen Deon note (in another thread) that reactions can now check in containers. Does that mean the placeholder materials (inorganic_workarounds_cf) and other such things are no longer technically necessary? And, if so, are you coming out with a fix for that shortly? Just asking, cuz I'm starting a new game and all, and trying to see if I should delay for another version. :DOut of curiosity, couldn't odd preferences like "oil filled alchemical" be avoided by giving it separate STATE_NAME and STATE_ADJ?
(Plus, I seem to get a number of dorfs with preferenced for "oil filled alchemical" and such.)
No harm in releasing it. I think I did some stuff with the Hobgoblin culture already, but I haven't fleshed them out too much at this point.
Flavor-wise, they're sort of Anti-High Elves and vaugely Eastern in culture. Sort of the epitome of the evil-but-honorable Chinese Warlord/Japanese Shogun.
I've created the 'filler stone' file that will reduce the richness of sites. It basically adds in a bunch of clusters of the layer stone. You'll get messages about striking granite and whatnot, but that shouldn't be a big deal.
It'll be in a folder of Optional Stuff in the download, so those of you who want to use it will have to specifically copy/move it out.
I'll also be releasing a stand-alone version for normal Dwarf Fortress. Note that this version will NOT work right for Civilization Forge, so you'll need to use the _cf specific version.
EPIC!!!! Also I think that the evil civs shouldn't trade, something about frost giants actually wanting helms made for dwarves seems so wrong to me. Also due to the fact that dwavres use ranged weapons and they believe them wimpy, along with traps. Hob-goblins I wholly disagree with, shouldn't they carry over the hate of dwarves from their goblin cousins. Dyansaur, well IDK about them.
Still playing around with the new primitive civs and the longarm. I've changed it to use the throwing skill and made it a one-handed weapon. It also fires with less force than a crossbow, so it shouldn't be more powerful anymore. I'm testing a dwarf in my current fort who uses thrown weapons in one hand and a melee weapon in the other. We'll see how that goes.
I decided to give this mod a try (really like genesis, but thought more alchemy could be badass). However I'm having serious issues trying to get civilizations to survive in a medium region? Anyone have any advice besides just cut down the simulation time? With so much stuff it seems awfully hard to balance.increase the number of civs to be seeded to 50, I always have them all with that.
Void Crystal, Mithril, Orihalcum, and all of the Elemental metals are better than Steel.
http://dffd.wimbli.com/file.php?id=2891
I haven't used the file depot before, but I think I got it right.
[REACTION:STEEL_MAKING_PATTERNWELD]
[NAME:make pattern welded steel bars]
[BUILDING:FORGE_FINISHING:'s']
[BUILDING:FORGE_FINISHING_MAGMA:'s']
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[REAGENT:C:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
Version 2.23 (http://dffd.wimbli.com/file.php?id=2277) is up!
Note: You can install 2.23 over your existing 2.2x version. You won't see the new stuff unless you gen a new world, but it'll fix the issues with the broken workshops without harming anything.
Well, rats. Sorry about that. I'll edit my other post to note that it's not compatible with other saves.
In other news, here is a Test File (http://dffd.wimbli.com/file.php?id=2898) for Civilization Forge 2.3 for those who want to play with it. It should be stable, but as always I can't promise anything.
This includes all of the primitive civs, the beastmen, and the longarm.
You should just need to make the modifications I mentioned a few posts up in the reaction_ironworks file. Don't *copy* the file over, just add the line for the magma workshop buildings to the regular reactions.
that's not a bug, it's made that way to cause you to be able to select specific stockpiles for use/item upgrading.
Meph, I'm trying to make the goblins friendly. I've removed the SNATCHER tag but no matter what I do, they always show up as "NO TRADE" on the embark screen. Could you please advise me how to enable goblins caravans? I'd like to play as the evil side. 8)Goblins lack any sort of trade animal, so they can't trade. If you add, for example, the following creature, they should be able to trade.
Goblins lack any sort of trade animal, so they can't trade. If you add, for example, the following creature, they should be able to trade.
for alchemy, you might want to remove the flare crystals and replace them with a generic "power gem" that can be used with any of the elemental materials to make something better. Like you use it with the fire crystals to make blazing incendium, or you use it with frost crystals to make arctic glacium, etc.
Separation reactions don't show up at the separation chamber. I've manually added them to the infusion chamber and they show up there, but not at the separation chamber, so it isn't lack of material on my part. If i check the separation chamber, it tells me that there is no task available and to check for raw materials or fuel.
so how should i edit the alchemy workshop so I can build it?
there are two entries for rock salt, one between levitite and hematite, the other between claystone and limestone. maybe thats your problem? Also, for the alchemy workshop, maybe you should just have it use alchemy jars from the jarmakers furnace? At least until the flask bug gets fixed.
P.S. Good advice on the folders for the races.
I have 2.2, and I'm having a problem. The dwarves refuse to use rock salt for anything (I haven't tried alchemy yet), regardless of the economic stone toggle.
___
F F
# g g
## ######
## ######
#########
Here is a diagram showing how the alchemy reactions link together if it helps anyone use alchemy.
http://www.brightsoft.net/AlchemyGraph.png
Key:
Boxes = mineable items
Triangle = bars
Dotted boxes = plants/trees
Ovals = alchemy materials
Dotted Ovals = alternative ways to make something.
If you want to recreate or tweak the diagram here is the data to create the graph using the free GraphViz program.Spoiler (click to show/hide)
hum interesting note, 'stone hand axes' take their material from the wood used not the stone, thus instead of having flint hand axes, I'm ending up with oak hand axes... which really suck.
Duplicate Object: entity MOUNTAIN_EVIL
It's a DF display bug. It happens with vanilla obsidian as well. Absolutely nothing can be done about it. (I'm nearly certain that it is, in fact, purely a display issue. My experiments in vanilla showed the "wooden" weapons made from obsidian were much deadlier than normal wooden weapons against soft targets.)
If anyone wants to test civforge 2.3 TEST with graphics (and some other tweaks) try this:
http://www.brightsoft.net/Drayaths_Dwarf_Fortress_Pack.html
Hopefully after civforge 2.3, next version of df and the significant graphics pack update this should allow (text can use a separate ttf font instead of the graphics tiles, + other features) I will have something ready to go on the first post if that offer is still open.
readmeSpoiler (click to show/hide)
If anyone wants to test civforge 2.3 TEST with graphics (and some other tweaks) try this:
http://www.brightsoft.net/Drayaths_Dwarf_Fortress_Pack.html
Hopefully after civforge 2.3, next version of df and the significant graphics pack update this should allow (text can use a separate ttf font instead of the graphics tiles, + other features) I will have something ready to go on the first post if that offer is still open.
readmeSpoiler (click to show/hide)
I don't really have time right now because I try to make CivForge to work with Ironhand, but was it reported that you have entity_tainted_dwarf_cf.txt and entity_chaos_dwarf_cf.txt with the same entities?
I've used Drayath's graphical compilation and set up all necessary files to use the mod with Ironhand's pack.I think I'm in love with you. Thank you SO much for this! I love the Civmod, but plugging through tons of raws (when you've never done it before) to make it work with Ironhand seemed harsch >.<
Here you can find a pre-packaged version: http://dffd.wimbli.com/file.php?id=3090. I just thought that it can expand your player base, Mephansteras. Your mod is great, but not everyone plays with ASCII and not everyone wants to learn how to set up the graphics correctly, and some people are too used to some specific tilesets. So, here it goes :).
Mephansteras, is your mod compatible with graphical mods?No, it wouldn't unfortunately. You'd have to do A LOT of merging RAWs to make it work. So far, we have a Phobeus set and an Ironhand set out there (someone did the work for you) but not Mayday as far as I am aware.
For example, can i install it above MayDay's DFG? (yes, i can, but would it work properly?)
Heh. I just had 3 squads of masterful steel equipped dwarves beating on a chaos dwarf for, like, 5 days. The only damage they managed to do was some bruising to his limbs, some cutting around his toes... and to lop off his hands. His orichalcum armor was constantly deflecting all other attacks, no one could get a deathblow in. I finally decided to just take my squads off duty to let him die of infection, but the chaos dwarf finally got up and staggered off the map.
Without his hands. I am imagining him something akin to Dooku in the beginning of Return of the Sith (just before he gets killed, anyway), completely depressed about the loss of his hands. But given this is Dwarf Fortress he'll probably come back with two daggers jammed into his stumps.
Guess it's time to upgrade my weapons to void crystal.
You should be able to.Yup. I just had my miners dig out an area of sand and, while they were standing there, tried to make a Sand Gathering zone. Didn't work. I've also tried aboveground, with the same results.
Can your dwarves get there?
25,0000Is that 25k or 250k?
@RetSpline: Strange. I'll have to try sand gathering to check, but that shouldn't be an issue with the mod. I didn't do anything to sand.Ah, think I figured it out. Apparently, removing the [AQUIFER] tag from sand soil layers prevents you from gathering sand. I put it back in and sand works now.
@Lord Shonus: Sadly, I haven't had a chance to merge things in yet since I managed to get sick. There were changes to a few files that could cause problems, though. Plus, I think there are some new civ tags that we'll want added in. I don't know if lacking those would be a problem or just not give good adventuring results, though.
Probably be a few days. I've been horribly busy at work this week and I was sick last week, so I just haven't had the time to go in and do anything with it.
Do you plan to do the CITY fix temporarily?
Also, not to nag, but did you give any thought to incorporating the Primitive Weapons (http://www.bay12forums.com/smf/index.php?topic=62199.msg1423913#msg1423913) mod I suggested a long time ago?
Please oh please tell me this is going to work with the new verison soon.
Foxes are standard DF animals, and not normally domesticated, but I guess I could change them.
One other thing that is bugging me is how impossible it is to defend caravans. I only ever trade with the yearly dwarven elixer convoy, but the moment they come on the map they get ambushed because 1 or 2 groups from every hostile species spawn with them.
With all primitive races on you seem to get 2-3 years before chaos strikes. Due to large amount of ambushers combined with large amounts of caravans to be killed you quickly upset some->most of the friendly/neutral civs.
Also, you might find *all* of the primitive civs a bit excessive. But I suppose that's just more opportunity for fun.
I rather like having huge hordes of enemies, find it a challenge, also am planning on pissing off any of those who trade so they attack too.
I'd give alchemy a go, but the constant sieging doesn't allow for such luxuries...
Snakemen are pretty frightening, copper weapons notwithstanding. They tend to have large territories. The downside to this is that the Sand Raiders tend to snatch a bunch of them. Then you get the Sand Raiders mostly composed of iron-clad snakemen. Scary.
Not as scary as the one map I let gen to 2000, though. It was mostly 2 Sand Raider empires made up of Frost Giants, a Frost Giant Civ, and one lonely Dwarven Civ who I guess was just ignored. Seriously, one of the Sand Raider empires was composed of over 4000 Frost Giants! It's no wonder they smashed everyone else.
Sand Raiders ARE scary! I knew Snatchers were a pain in the backside, but having those little buggers bring up Frost Giants and armoured Snakemen ... I sense much Dwarf Slaughter.
I decided to give this mod a try (really like genesis, but thought more alchemy could be badass). However I'm having serious issues trying to get civilizations to survive in a medium region? Anyone have any advice besides just cut down the simulation time? With so much stuff it seems awfully hard to balance.increase the number of civs to be seeded to 50, I always have them all with that.
Are they at war?
You can check who they're at war with on the civilizations screen.
Questions.
1) Can I really plant any seed in any season? I mean I was unable to plant cave wheat in winter in vanilla DF.
Remove the MAXEDGE tag.It solved the problem. Thanks.
Where exactly do I put this in DF?
Ok all good to know. Also why would anyone waste mithril on making royal bronze? :P
Well I guess I'm stuck with manually triggered magma traps and of course my repeating spike traps (no one can avoid those right? RIGHT???)fliers in some cases? :p
Awesome thanks, can't really think of ayone I would't want on the list, or anyone else to add. Maybe frogmen, not really sure about a Frogmen civ, they seem so, squishy ;P
That said can't wait to gen a new 40D world when this comes out ;D
That's a good system you have going there, Mayday! How long did it take you to whip it up?
I might have to steal this idea. It'll make some of my future ideas much easier to pull off.
This has taken some time to implement. The goal here is to provide a basis upon which I can build Legendary Lands. It is also to provide a resource to help people new to modding to get into it with less difficulty.
Sounds like a good goal. Any objections to me using your work for Civilization Forge at some point?
The dyansauri tend to be at war with the elves and high elves, and they all come to trade at the same time. I mean, I like the free stuff they leave, but my depot gets covered in giant beetle vomit and I don't want to make everybody siege me at once. Perhaps the dyansauri's season could change.
i for the life of me cant get either of ure graphics packs uve supplied us with, working and idk how to >.< any one got a vanila version of civilization forge with either of the graphics packs or a complete graphics pack for it that they could upload onto here? please and thank you
lol anthema thank u very much but erm i may not use it now on the main point that erm the caravan stuff is out now sry and thank u very much. erm lol i feel like an ass
GOD that picture creeps me out. Gigantic killer chicken or something,
They are definitely therapod based. Which is why I'm considering it. They're also fairly large, though, and I know not all therapods are thought to have had feathers.Velociraptors definitely had feathers and the common belief is that the possibly 160 pound deinonychus as seen here (http://en.wikipedia.org/wiki/Deinonychus) also did. In my opinion it would fundamentally change the way one would look at them if the dyansauri were given feathers, but definitely not for the worse. It's a healthy dose of realism and while a technologically advanced humanoid dinosaur with feathers and all would be a very bizarre image, it would also just be plain awesome.
The real question, I suppose, is whether we think it would enhance them or detract from them?
The boy speaks truth.They are definitely therapod based. Which is why I'm considering it. They're also fairly large, though, and I know not all therapods are thought to have had feathers.Velociraptors definitely had feathers and the common belief is that the possibly 160 pound deinonychus as seen here (http://en.wikipedia.org/wiki/Deinonychus) also did. In my opinion it would fundamentally change the way one would look at them if the dyansauri were given feathers, but definitely not for the worse. It's a healthy dose of realism and while a technologically advanced humanoid dinosaur with feathers and all would be a very bizarre image, it would also just be plain awesome.
The real question, I suppose, is whether we think it would enhance them or detract from them?
Civilization Forge 2.4 has been released! (http://dffd.wimbli.com/file.php?id=2277)
Rock crystal doesn't seem to be able to be found in all stone types anymore. I just embarked on a place, 2x2, and didn't find a single piece of rock crystal.
@Umbreon: No, they should show up just fine. Double-check your entity_default file in the raws. You should see all of the custom workshops show up there in the dwarven entry. Also check your error log to see if it's complaining about missing stuff.Turns out the "entity_default" raw didn't extract itself. Did it manually and it works fine, thanks! :D
Might have some issues. Quite a few files got updated with the most recent release. Fortunately it shouldn't take me too long to get a new version out.
31.21 -> .24 doesn't have many changes in the raws except a few body changes and some new creatures... took me about 20 minuites.
The game's crashed a couple times now a few seconds after a dyansauri caravan appearing. Nothing's showing up in the error log, and the only changes I made were to add some things from another mod to their entity definition which work fine for other races, so I don't know what's going on there.Did you play around with beekeeping/wax materials? Are you sure they can get those?
Edit: Nevermind, the crash still happened after a quick mod tweak to keep them from sending a caravan.
Edit 2: That time the crash seemed to be because of my modding the raws for that save after worldgen, except... the arrival of a dyansauri caravan just crashed the game again, in a fresh worldgen. :| Is this happening to anyone else?
The game's crashed a couple times now a few seconds after a dyansauri caravan appearing. Nothing's showing up in the error log, and the only changes I made were to add some things from another mod to their entity definition which work fine for other races, so I don't know what's going on there.
Edit: Nevermind, the crash still happened after a quick mod tweak to keep them from sending a caravan.
Edit 2: That time the crash seemed to be because of my modding the raws for that save after worldgen, except... the arrival of a dyansauri caravan just crashed the game again, in a fresh worldgen. :| Is this happening to anyone else?
I don't think it's actually related to Civforge, since dyansauri showed up in a different fort without any problems.
It looks like you did forget to give them egg materials though.
It is believed that each time unit adds one point to hunger. An animal takes an average of one turn per ten time units, and so a creature of standard speed and agility with [GRAZER:10] would have to eat grass on every single one of its turns just to stave off starvation. Since it takes another turn just to move to the next tile to graze, anything with [GRAZER:20] or less is completely incapable of feeding itself enough grass, even if enough is available. Because of this, the larger creatures like dralthas are virtually impossible to keep fed, and elephants are incapable of feeding themselves fast enough to stave off starvation.Also, by comparison, a grown elephant has size 5 000 000, and a land strider 8 000 000.
@Umbreon: No, they should show up just fine. Double-check your entity_default file in the raws. You should see all of the custom workshops show up there in the dwarven entry. Also check your error log to see if it's complaining about missing stuff.Turns out the "entity_default" raw didn't extract itself. Did it manually and it works fine, thanks! :D
@Umbreon: No, they should show up just fine. Double-check your entity_default file in the raws. You should see all of the custom workshops show up there in the dwarven entry. Also check your error log to see if it's complaining about missing stuff.Turns out the "entity_default" raw didn't extract itself. Did it manually and it works fine, thanks! :D
I had the same problem, more or less. "entity_default" did not overwrite the vanilla "entity_default." I copied it over manually, and it worked. However, the following is missing from the Civ Forge "entity_default":
[PERMITTED_BUILDING:ALCHEMY_WORKBENCH]
[PERMITTED_BUILDING:JARMAKERS]
[PERMITTED_BUILDING:JARMAKERS_MAGMA]
Is there a lingering reference to them [Alchemy Workbench, Jarmaker's] somewhere?
@Umbreon: No, they should show up just fine. Double-check your entity_default file in the raws. You should see all of the custom workshops show up there in the dwarven entry. Also check your error log to see if it's complaining about missing stuff.Turns out the "entity_default" raw didn't extract itself. Did it manually and it works fine, thanks! :D
I had the same problem, more or less. "entity_default" did not overwrite the vanilla "entity_default." I copied it over manually, and it worked. However, the following is missing from the Civ Forge "entity_default":
[PERMITTED_BUILDING:ALCHEMY_WORKBENCH]
[PERMITTED_BUILDING:JARMAKERS]
[PERMITTED_BUILDING:JARMAKERS_MAGMA]
You shouldn't need any of those any more. Is there a lingering reference to them somewhere?
You do need jars, but since they're craftable at the normal workshops now you don't need the jarmaker's workshop anymore.
Most of the basic ingredients can be ordered as either stones or powders. Powder is better, since it weighs a lot less, but some stuff has to be ordered in boulder form.
For those who already downloaded CivForge with Mayday Graphics (http://dffd.wimbli.com/file.php?id=3800), you may want to redownload the latest version - this one fixes the bugged graphics for dwarves whose highest skill is one of the new professions (i.e. that invaluable high master shearer migrant), along with a few other minor fixes.
If like me you already have a save you don't want to lose, you can fix the bugged dwarf graphics by downloading the latest version and just copying the new /raw/graphics/graphics_mayday.txt file into your existing data/save/region1/raw/graphics folder (where 'region1' is whatever your save is called). Don't copy anything else, some of the other bug fixes aren't save compatible.
Thank You very very much this is great now I can do my recordings ^_^
Alchemical items that are in jars or jugs should just go into a general goods stockpile. I like to make a largish one that only holds tools near my alchemy area.
Alchemical items that are in jars or jugs should just go into a general goods stockpile. I like to make a largish one that only holds tools near my alchemy area.
The Alum isn't going into jars or jugs. But, I'll take another look when I get home from work.
So some of it gets glossed over or simplified to make things more manageable."Manageable?"
Well, with the new version you can order the powders that you need. They aren't that expensive to start with a bunch at embark and pretty easy to import if that's all you ask for. They aren't even that heavy. I'm pretty sure that all of the basic alchemical reactions can be met with just the various powders and saltpeter.
That and no trader would buy that many socks unless they could sell them somewhere at a good enough mark up to make the trip worthwhile. So flooding the market with socks might work one year, but you'd have to do something else the next year or you won't sell any. I imagine that you'd also have to sell them at a lower cost to convince the merchant to take so many.
If you give the caravan hefty surpluses, that is less of a problem. Once yhey start bringing extra animals, weight is a non-issue.
electrochemistry...Yes, the availability of native aluminum also bothered me.
...Won't allow you to directly smelt aluminum by way of the Hall-Héroult process, but it will allow you to separate alkali metals like potassium and sodium from their hydroxides. You can use hydrochloric acid to turn alumina into aluminum chloride, and after carefully dehydrating it, you can then react the anhydrous aluminum chloride and sodium/potassium to yield metallic aluminum. The alkali grabbed up the chlorine from the aluminum, leaving the poor old aluminum behind.
I put this out because it's long bugged me that while most of the minerals (which aren't completely made up) are geologically plausible, native aluminum is not. Aluminum is never found naturally in metallic form; it's is just too reactive. With this, you can have your expensive aluminum, without needing a bogus natural mineral type.
Compared to most other metals, it [aluminum] is difficult to extract from ore, such as bauxite, due to the energy required to reduce aluminium oxide (Al2O3). For example, direct reduction with carbon, as is used to produce iron, is not chemically possible, since aluminium is a stronger reducing agent than carbon. There is an indirect carbothermic reduction possible by using carbon and Al2O3, which forms an intermediate Al4C3 and this can further yield aluminium metal at a temperature of 1900-2000°C. This process is still under development. This process costs less energy and yields less CO2 than the Hall-Héroult process...
i dont know if this has been asked or brought up befor but would it be possible to use pheodus graphics with the mod couse im have't been play DF long but i disslike other tilesets but last time i attempted to instal pheobus with the mod i mucked up and on the walls were there would be an image for a matterial i had cats and trees. but i like the items added so keep up the good work
i was wondering and sorry if you ansewered this but......64 is way too many pages but it will be a simple question
i downloaded in was just wondering how do i get the buildings for alchemy?
i mean i did everything right as far as everything else goes. Glacium (i think its spelled) and such.
but i just don't have the buildings.
so yea a little help with that would be...well...helpful.
Hello everyone, firstly this looks like an amazing mod but I have some concerns about it. I play DF casually so I really don't have the time or will to search 68 pages or numerous other topics that are probably discussing this mod, aside from that I'm not very informed on anything modding DF related, so in short I'm a newb.
My first concern is that I "need" to play with a graphics pack, by need I mean highly want, and will not play DF without one just because I can't, it's too much on my brain and it will explode trying to make sense of everything (props to anyone who can play it and prefers it in ASCII). I've seen some posts that mentioned a lot of heavy editing of files, I don't exactly have time to go through and do that and 'hope' that I get everything done correctly. My question is can someone who has already done this for Phobeus(?) graphics pack upload it somewhere? I don't really care which graphics pack I think I'll get used to any, I just prefer Phobeus since that's what I learned to play on.
The second thing is that I saw someone was making a graphics pack specifically for this mod and I have a question about it. How finished is it and how functional is everything? I've read that a few people have issues with the alchemy thing? Is that related to using the graphics pack someone made for this mod or what?
Thanks in advance to any who help.
Sorry if this has been brought up before, but for some reason when I have my dwarves do alchemy instead of putting the resultant products into jars they just leave them as piles in the workshop. Do you know what's causing this?
Go look at your config files. One of them controls key bindings, and was probably changed in the graphics pack.
Go look at your config files. One of them controls key bindings, and was probably changed in the graphics pack.
I checked and weirdly it hasn't got them any different than what they are normally. To be clear I downloaded from the 4th link on the first page. I made sure my keyboard is working and it works on all my other DF game installs when in Fortress mode. This one seems to be the only exception. Thanks for the effort though. I'm stumped though for the time being what might be wrong.
Hey I'm not sure if this is a known glitch or not, but i cant seem to be able to make Ikal Nabid in alchemy, I have both Olivine and Dolomite and it wont let me produce any. Any help?
yeah that was definitly the problem, i added [REACTION_CLASS:MAGNESIUM] to dolomite, talc, and olivine, and now i can make Ikal Nabid.
EDIT: Well that fixed part of the problem, I can now produce it, but it will not store it into jar, and cant be used in any further reactions.
Also another question on the Alchemy Graph on the first page it says that the different types of crystal materials require crystal glass, while in the reaction it specifies Crystal seed, are these the same or is the graph wrong?
Another thing that I found out, I cannot make Alum from Bauxite, and the flowchart indicates that I can. Bauxite seems to be missing the Alum reaction tag in the raws.
Haven't been able to fix the no wagons bug, but I do have some larger pack animals that can sort of make up for them.
Haven't been able to fix the no wagons bug, but I do have some larger pack animals that can sort of make up for them.
If you don't mind my asking: Which animals in particular has the extra capacity to help make up for the missing wagons?
Uhm. Are the cave crab eggs edible? o.o They're in my food stockpile, but they won't eat them and the eggs aren't in my kitchen Z-screen.
See if you can incorporate even more crops from the real world, like maize corn, potatoes, and perhaps wheat to make normal beer like you have normal rum made from sugar canes.
Land Striders, Wolly Mammoths, and Elephants can all carry a great deal. Land Striders are the major one, though.
Every single GODDAMN game I play as a race other than human, normal elf or dwarf, the civilization I'm in suddenly turns hostile towards me, even though I didn't do ANYTHING. Is this a bug? Has anyone else experienced this?
EDIT: This is in adventure mode. What gives with this?
Every single GODDAMN game I play as a race other than human, normal elf or dwarf, the civilization I'm in suddenly turns hostile towards me, even though I didn't do ANYTHING. Is this a bug? Has anyone else experienced this?
EDIT: This is in adventure mode. What gives with this?
Every single GODDAMN game I play as a race other than human, normal elf or dwarf, the civilization I'm in suddenly turns hostile towards me, even though I didn't do ANYTHING. Is this a bug? Has anyone else experienced this?
EDIT: This is in adventure mode. What gives with this?
Yeah, I've seen that too. Here's what I think is happening: in vanilla DF, elf/dwarf towns aren't implemented, only human towns - so if you start an elf/dwarf adventurer, it looks for a functioning town to put you in, which is no problem since the humans are friendly with you. But this becomes a problem in CivForge, when it looks for a town to start you in, it sometimes picks a Sand Raider or Dyansauri or whatever town, and they can be hostile to your civilization.
Edit: Wait, maybe I misread. Are you saying it happens when you pick a race other than elf/dwarf? 'Cause I get it all the time with dwarf adventurers, if you're talking about Frost Giant or Dyansauri or whoever, I've little experience with them. The problem may be similar, though.
Hmmm. Can anyone help me figure out how to train giant beetles into war beetles? The kennels only work for dogs.
Hmm. All three of those are Evil races. Do you get this same behavior with High Elves, Silver Xelics, or Vamarii? My guess is something in the tags for the evil races makes it so that they somehow turn on you.
Ah, thanks! The giant beetle I have does not give the kennels a "train war animal" option to select, but I guess there must be another reason for this... maybe because it arrived as someone's pet?If it's a named pet, you cannot do anything to it.
Hmm. All three of those are Evil races. Do you get this same behavior with High Elves, Silver Xelics, or Vamarii? My guess is something in the tags for the evil races makes it so that they somehow turn on you.
No, when I was a sand-person, I took other sand-people with me to raid a human town. I walked into a lasher, and my whole sand-man civ turned on me. I haven't tried a silver xelic, high-elf or vamari yet, but I will.
If you kill a named animal with, say, a ballistae... Would it be butcherable?
Every single GODDAMN game I play as a race other than human, normal elf or dwarf, the civilization I'm in suddenly turns hostile towards me, even though I didn't do ANYTHING. Is this a bug? Has anyone else experienced this?
EDIT: This is in adventure mode. What gives with this?
I belive Deon discovered that being attacked by supposedly friendly towns is a cause of the [LOCAL_BANDITRY] tag which I see 'bolds have.
Alright, who's goddamn idea was it to make giant ants able to gravely wound, let alone kill me IN THREE GODDAMN TURNS!?!?!?!?!?!?!?!It was your idea to even challenge the ants.
I didn't WANT to challenge the dang things! It just came up to me while I was picking up the supplies for my cave-dwelling and it bit me so as to bleed out IN THREE TURNS. I swear I'm gonna significantly weaken the damn things.
Another thing that I noticed is that your dorfs can and will use jugs to store alchemy ingredients. Jars and jugs are the same thing just with different names.
Giant ants are at the difficulty I want them at. They're tough against lightly armored people but simple for armored soldiers to dispatch.
The Giant Beetles are set up that way so they can work well as attack/guard animals. That does make wild ones a bit nastier, however.
So what are you saying, to train my cave crabs and dogs to war animals to dispatch them, or what?
Giant ants are at the difficulty I want them at. They're tough against lightly armored people but simple for armored soldiers to dispatch.
The things bit me in the face!!! How's armor supposed to defend against THAT?!?!
The Giant Beetles are set up that way so they can work well as attack/guard animals. That does make wild ones a bit nastier, however.
So what are you saying, to train my cave crabs and dogs to war animals to dispatch them, or what?
Never though of that. I intend to save my starting beetles to breed, though, so I tend not to make war animals early on.
Are the coloured crystal grasses underground plants?
Question for all of you: What do you consider the most important thing for the libraries to do? Right now I have 10 separate library sections, which cover broad areas. So you have a woodworking section, a metalworking section, a medical section, and so on. Would having a bunch of separate workshops be annoying? Or would you rather have one giant library that can take any of the research options (although that would restrict it to one dwarf at a time)Make Book-shelf buildings that can have a library room dragged out from it. Place tables, chairs and additional book-shelves throughout the room. Have scribes write lots of books for both entertainment and education, and fill the shelves with the books. When dwarfs are bored, they can go read a fantastic story about an adventurer's great travels across the world. When a dwarf is losing certain skills or wants to learn a skill (like metal-working or carpentry), he/she can go read a book about (re)learning the skill and doing some types of work. If a kid wants to learn about what happened prior to his/her birth, arrival to the fort, or to just learn general history about the world, he/she can go read a book written by a historian if about the world or by a battle-hardened soldier if about wars.
Another option for libraries is to make it so that they're generic, and the dwarves simply take the appropriate book with them from the stockpiles. Only problem with this is that you end up with a bunch of books/scrolls lying around in some stockpile instead of sitting on the shelves. But it's another way of handling it.
Do previous savegames work with the update?
Probably some of you will like Civilization Forge with Phoebus graphics pack and creature tilesets from several other sources.
I prepared the package very quickly so errors are possible
The file is already uploaded on Dwarf Fortress File Depot
http://dffd.wimbli.com/file.php?id=4845 (http://dffd.wimbli.com/file.php?id=4845)
4. Copy the files from <this package>\raw\objects\ to <your Dwarf Fortress folder>\raw\graphics\
Quick question, how can you make a stockpile that accepts alchemy ingredients, my dorfs always store them in the food stockpile and how can I make them stop storing them there?
hi, is there a way to add diplomats to the new races?
thanks, yes i mean liaison, do i need to re-gen after adding [MERCHANT_NOBILITY] ?hi, is there a way to add diplomats to the new races?
Which sort of diplomats? Some of them have the human Merchant Prince tags. The only other types of diplomats are the Elven ones who bug you about wood and the liaison from the mountainhomes.
So, if you want diplomats that you can make trade agreements with then yes, if you add in the [MERCHANT_NOBILITY] tag to a race they should send you a diplomat.
It's a type of mica. Purely an ornamental stone, with a yellow color. It is worth more than regular stone, but it's not an ore.Oh. Sorry. I always thought that anything that ended with an "ite" in its name was an ore unless the wall tiles said so.
Via the internet: The suffix "ite" is derived from the Greek word lithos (from its adjectival form -ites), meaning rock or stone. While the vast majority of mineral names end in "ite," some have the suffixes "ine" or "ide."OK. I get it now.
For a vanilla example, there's cobaltite.
I myself have made Cobaltite an ore of nickel with a 10% chance to give an iron bar, too.For a vanilla example, there's cobaltite.
That's an odd example, though, since cobaltite uses the same boulder tile as ores. It, and cinnabar, have always felt like Toady intends to do something with them someday beyond being interesting colored stones.
Anyone had a chance to play around with it yet?
Feedback?
So, 'crucible steel' is harder than steel and comes from ilmenite? It's titanium.
i cant find the Alchemy Workbench or the Jarmaker's Workshop or the Oil Press.
I can't seem to use bauxite or rock salt for their respective alchemical things in the alchemy lab.
I can't seem to use bauxite or rock salt for their respective alchemical things in the alchemy lab.
They work fine for me. I wonder if there is a tag missing in the files you have. I'll make sure all the files are synced up properly with the next release.
On that note, I spend a good chunk of time this weekend testing and tweaking the mod. It's just about ready for full scale release, which I'm hoping to have out in the next day or two.
Any more bugs or issues with the test files?
Also, on an unrelated note, is there any chance to lower the possibility of sieges and ambushes? Because when you're bordered by 6+ hostile races, thing spiral out of control real fast. It's still fun, but you will never receive another caravan again.
I'm getting a crash every time the vamarian caravan shows up. I'm playing version 2.42. Anyone else have this problem?
I'm getting a crash every time the vamarian caravan shows up. I'm playing version 2.42. Anyone else have this problem?
Sorry about the delay on this, folks, I've been getting a crash on my latest test fort and haven't been able to pin down what it is.
Sorry about the delay on this, folks, I've been getting a crash on my latest test fort and haven't been able to pin down what it is.
Does it occur when a caravan shows up? What is the last entry in the log file?
How powerful are violet xeiics, frost giants and hobgoblins?? I intend to give this mod a go, and I'd like to poke around and see what I'm in for.
Ok, new version is up!
I don't suppose it would be possible to get the things you do have done? I'm anxious to play! :3 I tried moving over plants and minerals myself but decided it was too much work and that my understanding of things is too low to do it.
hey, you might already do this idk but i had an idea, what if you had all the changes your made to the raws in their own txt files so that if theres ever another compatibility break you can just copy paste the stuff that still works (like buildings reactions minerals and plants)
Since .34.04 is still .34.xx, should this work "ok" with .04?
Does toady ever consider using these mods? I love yours. I know you prolly run into limitations when you make mod's (gotta love dfhack). It's just I want to donate to you, because you make the game more challenging, but I think it's weird and unfair to donate to a developer plus a modder, especially if the modder knows he's limited.
I suppose if he wants to use parts of it he's welcome to. *shrug*
In other news, I should have the release out shortly. I'm just doing some final testing with 34.05 to make sure everything works ok.
Mostly new races, equipment, alchemy, and libraries. Sounds like he'd like the Xelics and possibly some of the Giant Insect creatures, but I'd have to let him speak to that himself. But if you do see anything you really want to use, feel free. As long as I get credit I don't mind pieces being taken. I know the Ironworks section has been used in a few different mods, including Genesis.
Btw, your name throws me for a loop every time I see it, since that's usually how people shorthand mine.
Should be in pretty good shape, although there is a known bug with error messages stemming from broken eyelid raws with forgotten beasts and other generated creatures. Doesn't seem to hurt anything too much, but I'm looking into it.
body parts
new eyelids in rcp body
body plans
fixed r_eye/l_eye
How.. Exactly do you use the other races? I can't for the life of me figure it out.
EDIT: I mean, is it possible to play as any of these in Fortress Mode?
In my kennels it seems that I can't train war dogs. This became an issue only when I installed this mod, so it's probably related to this mod.
*pokes*
Ahoy mang :D
Did I miss the Primtive Civ for the newest version yet/
Or is it still under works?
I remember this mod back in 40d. I loved it back then. What's the new versions got to offer in a nutshell?
I'm quite fond of war trained giant beetles. However, I've noticed that newborn beetle larvae keep on being snatched up as pets and then cannot be war trained. Can this be fixed with some sort of change in the text files? Or if not, can they be set to unavailable as standard in a future version of the mod?
Are OIL_NUTs working in producing oil? In my 31.25 version i never seen them used up to make oil though i had few hundreds of them. I even made burrows with workshops and food stockpile which had only oil nuts - never worked:( Is it working in 2.6? Or i will have to do personal reaction to make it into oil.
So far as I know power still cant be generated and siege engines are still not modable. Would be nice though...
So far as I know power still cant be generated and siege engines are still not modable. Would be nice though...
just think of the steam magma forge as a windmill that sits on magma (but doesn't need flow).
tada, instant steam magma forge underground!
Of course.... there should be water somehow implemented as a requirement.
Here was the discussion on catapults and z-levels
http://www.bay12forums.com/smf/index.php?topic=104027.msg3076181#msg3076181 (http://www.bay12forums.com/smf/index.php?topic=104027.msg3076181#msg3076181)
Any hope on 34.09 compatibility soon?
Any hope on 34.09 compatibility soon?
Won't primitive civilizations sort of clutter everything up? I mean, I'd hate to have a 1 squad primitive frog man race come and block the dwarven caravan...
Also, I suppose this is compatible with Legend of Forlorn Realms mod, right?
DF 34.11 with Mayday graphics and Civilization Forge (http://dffd.wimbli.com/file.php?id=3800) posted to DFFD.
Many thanks to Doren for his critter graphics pack (http://www.bay12forums.com/smf/index.php?topic=110591.0), I'm now using it to supplement Mayday (it's included in the latest Mayday+Civforge pack linked above). Many, possibly most, of the random new critters and animalmen recently added to DF should have graphics now.
What is the purpose of "grime"? I've been training my dwarves at a bunch of pells and now my food stockpile is full of the stuff.
Ah, ok. I was going to say you could make it useful, then I saw that even with all my dwarves cleaning it up as fast as they could, from 5 pells and a quintain, I had over 900 grime at any given time. That would be a little OP XDWhat is the purpose of "grime"? I've been training my dwarves at a bunch of pells and now my food stockpile is full of the stuff.
Reactions have to produce something. So pells produce 'grime'. Just put a food stockpile just for it next to the pells/quintain and disallow containers. Your dwarves will put it there and then clean it up later.
You could make grime to evaporate at room temperature.
Would setting the chance of creating grime to 0 prevent my dwarves from gaining the skill when using the machine?
Meph:
Have you considered using either Modest Mod or Accelerated Mod as a basis for a v34.11 version (I believe your mod still doesn't have minecarts :( )
I actually use 4 active seasons and 4000 growdur for all underground crops (all plants can be planted and grow all year, but take one year), and 3 active seasons and 1000 growdur for all aboveground crops (all plants can be planted spring/summer, and harvested summer/autumn. Anything planted in autumn dies before it can be harvested, and nothing can be planted in winter.)
People think that the 4000 growdur is a bit much, but the aboveground system seems to be taken well.
Hmm...I think there was a change with plants at some point. Those growth durations were supposed to make the plants grow for an extended period of time, and I know that it worked properly at one point.
Looks like they'll have to be updated.
The Change List in the bottom of the OP is up to date.So no big changes since summer 2012 then? Great, then i'll be playing pretty much the same DF i enjoyed a year ago.
Not sure about a mayday-compatible release. I don't really manage any tileset versions.
*o*U!!!
@Northstar1989 & Mephansteras: I was just offering the information about my "solution" for the growdurations. I didnt mean that it should be taken or is in CivForge, it was just that Mephansteras said: "I probably should rebalance this", so I wanted to show a possible balancing idea.
About removing civs: MasterworkDF has nothing to do with CivForge, I did not add or remove anything. ;)
Masterwork is a modpack, which probably adds to the confusion. You're looking for Thistleknot, I think.
Meant to make those changes over the last weekend, but I've been sick. Hoping I'll get a chance sometime soon to put them in.
Thanks for the feedback on the other bugs. I'll add those to my list of things to look at.
Periodic reconstruction allows for it to be simply cleaned up by an idle worker. I do agree it's a bit of a problem though otherwise.
downloaded and starting playing, pretty awesome so far except.... my plumphelmets and other plants never actually grow up for some reason? Also what's the metalworking manuscript?
Huh, well, good to know. Guess my initial tests were a fluke. I'll have to go through and add in some tougher material templates, then.
Hey Meph...
I standardized the creatures for you (and that was it, no other shenanigans)
It has the added consequence of changing the pricing on leather/chitin...
But other than that, it should give great fps improvement.
Let me know what you think.
One could always change the creature_mat:animal:leather to local_creature_mat:leather, and I think that would retain value for that specific material.
derp
http://dffd.wimbli.com/category.php?id=12
Minor change, due to something about the new Dark Fortresses the goblins make they have to have variable site positions or the game crashes at world gen. So I think I'll switch Violet Xelics over to having them and the Hobgoblins over to Cities. I don't care about Bugbears or Violet Xelics losing their positions, but the Hobgoblins are very orderly and I like the custom positions I made up for them.According to the bug tracker, the culprit seems to be having multiple positions with CHAT_WORTHY. According to my tests, that seems to be correct - removing chat_worthy from all but the highest position removes the crash. Probably not worth it for hobgoblins if they're anything like mine in terms of positions, still, but it may help with your other civs.
Minor change, due to something about the new Dark Fortresses the goblins make they have to have variable site positions or the game crashes at world gen. So I think I'll switch Violet Xelics over to having them and the Hobgoblins over to Cities. I don't care about Bugbears or Violet Xelics losing their positions, but the Hobgoblins are very orderly and I like the custom positions I made up for them.According to the bug tracker, the culprit seems to be having multiple positions with CHAT_WORTHY. According to my tests, that seems to be correct - removing chat_worthy from all but the highest position removes the crash. Probably not worth it for hobgoblins if they're anything like mine in terms of positions, still, but it may help with your other civs.
Slightly less silly indeed. Will we be facing off against the dyansauri and frost giants as constant enemies in the updated version of the mod?
Hey Meph...
I standardized the creatures for you (and that was it, no other shenanigans)
It has the added consequence of changing the pricing on leather/chitin...
But other than that, it should give great fps improvement.
Let me know what you think.
One could always change the creature_mat:animal:leather to local_creature_mat:leather, and I think that would retain value for that specific material.
derp
http://dffd.wimbli.com/category.php?id=12
Ahhh, Thistleknot, the man himself...
I appreciate your working on helping to improve the FPS for CivForge. I also appreciate some of the ideas (like standardized leather) you implemented in your Masterwork/Civforge integration.
And, Meph, it would be easy enough to make all leather generic for CivForge in the way Masterwork does it, and just have a couple special categories for the new unique leathers, distinct from the generics. I hope you'll consider doing this.
But Thistleknot, was it really necessary to remove the High Elves in your integration modpack? If you don't think they're distinct enough from the other elves, why don't you try modding the version of CivForge used in your modpack (with permission, of course) to have High Elves that are more authentic to the ones in Tolkien?
Specifically, some of the changes I suggested before- greater patience, height (they are *taller* than humans in Tolkien, certainly not shorter like the standard Dwarf Fortress elves- which more closely resemble "Wood Elves"), and traits related to empathy/compassion/altruism. The High Elves of Tolkien could be selfish at times, but tended to be a lot more altruistic than humans on average- which form the baseline for all traits in Dwarf Fortress (even dwarves are based off human standards, rather than the other way around).
Regards,
Northstar
Of course the dyansauri strike me as having size advantage, thick hides and such, so against most "common rabble" they'd be up against I dunno if numbers would be nearly as much an issue for them.
Are my primitive weapons still included? Do they still work?
I could make you a v 40_09 that just brings in 40_09 changes. You'd have to update things like traits and whatnot but it would only take maybe 15 min w kdiff3 (I finally learned how to use it!) If that would help.
Here it is
by no way unofficial.
https://www.mediafire.com/?3gmry9vej1ly71a
Merge conflicts arose when both 40_09 and civforge tried to edit the same spots for some weapon damage types, such as item_weapon I believe.
I also pulled in some of your optional creatures in a raw\objects\primitive subfolder, but I believe those are simply add on files.
I could make you a v 40_09 that just brings in 40_09 changes. You'd have to update things like traits and whatnot but it would only take maybe 15 min w kdiff3 (I finally learned how to use it!) If that would help.
Here it is
by no way unofficial.
https://www.mediafire.com/?3gmry9vej1ly71a
Merge conflicts arose when both 40_09 and civforge tried to edit the same spots for some weapon damage types, such as item_weapon I believe.
I also pulled in some of your optional creatures in a raw\objects\primitive subfolder, but I believe those are simply add on files.
This keeps crashing at worldgen, errorlogs show that the creatures are all messed up, body segments were not connecting and there were issues with the language files
Woah, hey, I should download this.
Sorry about the delay on getting a new version out, I started a new job this week and have been quite busy.
I'm just curious, is this mod still being updated? It's by far my favorite mod and I'd hate to see it slowly die out.
What are you going to do with the library system now that actual ones are in-game?