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Author Topic: ☼Dwarves☼ - Everything Dwarf Mode  (Read 195691 times)

Meph

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #285 on: June 19, 2014, 09:01:31 am »

I honestly think it would make more sense to delete these links to raws in the manual. They would be nice if I could link directly to the game raws, but this way I need to make a backup copy, sort them, and update them with every change. The current raws that the manuals link to are from MDF V.3. so yes, outdated for sure.

People that understand raws can read the mod raws anyway. ;)
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palu

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #286 on: June 19, 2014, 09:07:41 am »

If I have time, I might copy them out sometime.
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greycat

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #287 on: June 19, 2014, 10:15:53 am »

Code: [Select]
[REACTION:MAKE_BOTTLE_MAGMA]
        [NAME:Fill magma bottle]
        [BUILDING:MAGMA_CRUCIBLE:CUSTOM_M]
        [BUILDING:MAGMA_SMELTER:CUSTOM_M]

And yet, there is no such reaction in the magma smelter.  (I'm guessing you can't add a reaction to magma smelters without also adding it to regular smelters, because it's a hardcoded vanilla building...?)
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microMOOSE

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #288 on: June 19, 2014, 11:45:00 am »

I'm having a problem which many types of alcohol and I believe some plants are not showing within the kitchen menu. I don't believe there's a dfhack command to set items to be forbidden to cook/brew so its a bit of an issue.

Items affected that I noticed so far:

Hide Root
Dimple Cups

Perhaps Kobold Bulb because it's extractable?

Strawberry Wine
River Spirits
Prickle Berry Wine
Dwarven Wine
Swamp Whiskey
Fisher Berry Wine
Tuber Beer
Sewer Brew
Dwarven Beer
Dwarven Ale
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danmanthedog

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #289 on: June 19, 2014, 11:50:36 am »

How strong is a superior lead war hammer because I'm just playing along in my game trying to kill a dumb monkey when boom its right there next to my entrance to my fort. I am just wondering also where in good lord of armok did it come from.
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Innocent Dave

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #290 on: June 19, 2014, 12:17:13 pm »

I'm having a problem which many types of alcohol...

I can confirm Hide Root not showing on the kitchen menu whilst being on the stocks menu, don't currently have any dimple cups to check.

Neither Hide Root nor Dimple Cups can be brewed to alcohol.  In vanilla they can't be eaten or cooked either, although the MDF manual claims they can both be eaten raw and cooked.  I guess their absence from the kitchen list is either due to vanilla hardcoding, or maybe the manual is wrong and they can't be cooked.

How strong is a superior lead war hammer?

Well, better than a normal lead warhammer  ;) I understand density/weight is the primary consideration when picking materials for blunt weapons, and lead's pretty damn heavy.  I suspect your errant wildlife has a lot of broken bones coming up!

As for its origin, weapons next to your entrance are usually relics from sieges or caravans - a guard may have dropped it in a melee and never bothered picking it up, perhaps.
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danmanthedog

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #291 on: June 19, 2014, 01:22:35 pm »

I'm having a problem which many types of alcohol...

I can confirm Hide Root not showing on the kitchen menu whilst being on the stocks menu, don't currently have any dimple cups to check.

Neither Hide Root nor Dimple Cups can be brewed to alcohol.  In vanilla they can't be eaten or cooked either, although the MDF manual claims they can both be eaten raw and cooked.  I guess their absence from the kitchen list is either due to vanilla hardcoding, or maybe the manual is wrong and they can't be cooked.

How strong is a superior lead war hammer?

Well, better than a normal lead warhammer  ;) I understand density/weight is the primary consideration when picking materials for blunt weapons, and lead's pretty damn heavy.  I suspect your errant wildlife has a lot of broken bones coming up!

As for its origin, weapons next to your entrance are usually relics from sieges or caravans - a guard may have dropped it in a melee and never bothered picking it up, perhaps.
Thank you good sir/madam.
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kathol

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #292 on: June 19, 2014, 03:05:54 pm »

I might be missing it, but is the research magic still in the researcher's study? I looked through every reaction and didn't see it.
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palu

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #293 on: June 19, 2014, 03:24:13 pm »

He accidentally removed it.
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Urist Mc Dwarf

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #294 on: June 19, 2014, 04:01:14 pm »

Which pieces of armor and weapons provide the most return when you melt them?

Mithril Leaf

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #295 on: June 19, 2014, 06:49:49 pm »

Which pieces of armor and weapons provide the most return when you melt them?

If you set up a way to split them, ammo is by far the best weapon.
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thistleknot

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #296 on: June 19, 2014, 09:10:56 pm »

I can't seem to "make black ink with ash" I have ash, the job is queued, it just never gets done, and is why I have no ink.

I have a superburrow that has all land in it, so not thinking burrow issue.

palu

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #297 on: June 19, 2014, 09:27:39 pm »

Do you have the right labors enabled?
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thistleknot

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #298 on: June 19, 2014, 09:37:51 pm »

Scribers?  I have 4

craftsdwarf?  I have a few woodcrafters, stonecrafters.

BlackFlyme

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #299 on: June 19, 2014, 09:42:19 pm »

Any dyers?
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