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Mod Releases / Re: Dwarf Fortress: The Long Night 2.69
« on: November 14, 2020, 02:09:23 am »
What's the difference between a certain one set of worldgen presets and the "pop" ones?
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Well one important thing I should add to the info document is that pellet clusters don't go in rail-rifles. I'll add what goes where right now.Yeah ammunition/weapon assignment really confused me, even the RAWs on them are confusing.
What's the problem?IIRC all you need to do is stick the raw tag for underground species on the race.
You say LAYER_LINKED? It doesn't work very well with playable entities.
I asked because that one keeps complaining about how small my input was.What's a good language generation utility for sample sizes of less than a few dozen?
I use DFLangCreate. It's simple enough, no frills, just generates from your inputs.
I'm not sure what the issue with technobarbarians not having NOT_LIVING is though.What keeps cyborgs from being completely horrible to fight against is that they still need blood and a nervous system. Their undead counterparts are almost impossible to kill using normal weapons. I think pyrokinesis was able to return a few kyclopi to the grave but this strategy ultimately melted my latest character to death.

Murders have been using transformation as a regeneration mechanism for years without inherent trouble. If you're really worried about them suffering from mundane skill loss over short term regeneration give them [SKILL_RATES:100:NONE:NONE:NONE], which will also have the side effect of making it impossible for them to lose skills at all.They'll develop skills normally except when under the influence of the intelligence removing interaction. Not sure what else you could mean regarding skills here...After unintelligence period they have skills from period before interaction?