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Messages - afftor

Pages: 1 2 [3]
31
Seems like an awesome update, just one thing.

Quote
Loom

Collects webs and weaves yarn, same as always. A little more important in this mod, because you can also use gold/silve/iridium as thread.
I don't actually see why, since strands produced at craft workshop with a bar of metal. But how about make a piece of cloth required for metal strands? Pure silver/gold strands turning into runes seems too easy for me.

32
I am just way too picky about choosing an embark size.... All  I want want is a river, a volcano and an evil biome, all in a 3x3 site, is that too much to ask for? :D
And right after that i realize such location don't have iron ore or flux.

33
EDIT: Just checked the wood values in the raws (not ingame) they seem to be alright, here the raw:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

34
Fair and scrap wood (hence all wood) goes by same price, which sort of kills idea of Timberyard.

35
Tower Cap ? you cant plant these at all.

You can plant: Tree, Ironbark, Steeloak outside. You can plant Fungiwood and Nethercap inside. They need up to a year to grow (without fertilizer) and get stored in a food stockpile under plants. They will also wither like normal plants in farmplots if not harvestet fast enough.
Nethercap absent from farm fields though. And i hope you noticed
Quote
regarding timberyard refine ironbark/netherwood  - nameless seeds

36
@afftore: Timberyard: Do you pay 1.3 or 1.4 ? I did fix this, I am sure.
Uh.. yeah, I guess it was released right after I downloaded 1.3
Also a suggestion. How about sewable cloth backpacks/quivers for military? Being restricted only to leather hurts.
edit: regarding timberyard refine ironbark/netherwood  - nameless seeds, rest looks fine tho.

37
You have problems here
[REACTION:NETHERWOOD_BARK] produce nameless seeds.
[REACTION:IRONWOOD_MAKING] would produce nameless seeds if it actually could acknowledge ironbark logs produced by [REACTION:CUT_SMALL_IRON]
All "cut farmed ***" goes by same hotkey.  And for some reason [REACTION:STEELOAK_MAKING] absent from timberyard.

added: Mmm yeah, it's because you input steelwood_making instead of steeloak_making in entity_default

added2: apparently nethercap spawns can't be planted
Also scrap/fair/whatever wood all has same value of 3.

38
DF Modding / Re: Dwarf Fortress v0.31.25 - Unofficial Patch
« on: February 01, 2012, 06:10:59 am »
I guess this mode doesn't fix overclutter with large animal parts, or does it?
If negative can it be fixed?

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