Thank you for not ignoring my messages and sorry for the walls of text.
1) When I downloaded it I found that it comes with the game attached... and I use LNP, so it took me a while to merge them and make it work properly. Could you tell which files were modified (and how much if that's not hard) so it is easier for people to install/merge/modify it?
Thanks to Amperzand, the info is written above.
Well, again, I already figured it out, for the most part... Is it possible to add it in the description of the features? For example, where it says
- Tool making: make knives, needles, mallets, sticks to craft advanced items add in parentheses what files were changed/added, which if I didn't miss anything with this example would be
(raw/objects: reaction_adventurer.txt; plant_new_trees.txt; item_tool.txt). This way it would make it easy to understand how to properly instal the mod, how to merge it with other mods that might share the same files and how to customize it if somebody doesn't want a particular feature.
You cannot chop trees without advfort
That sucks. Well, brunches work well enough. And i guess interactions through keys "u" and "I" are hardcoded and not really moddable?
Charcoal uses only part of a bar. Use it many times, and it will be gone.
I see. I guess I would have to use it around 150 times for it to get used up? Is there a way to check on how many uses does a particular bar have left?
Chunks are there to replace bars, because vanilla adv. reactions are weird with bars.
So you know if there is a tag that would prohibit the quality variations? Or maybe it is possible to use some unused skill that wouldn't train therefore always resulting in regular quality chunks?
I can make a generic reaction for "other" stuff as well
I'm sure I'm not the only one who would say that it would be great.
m) Is there a way to separate the stacks of bones?
Toady just answered this one in his blog today:
I also added a numbered tag to reactions so that they won't use up entire bone stacks making multiple products if you don't want them to (the dwarves were making giant piles of bone plectrums out of a single yak skeleton all at once).
But i guess we have to wait for the update. Hope it will be out by the New Year.
I just thought of another idea: make anvil craftable (through the pit) and use it as a tool for forging things. This would make crafting metal armor/weapon a bit more difficult (as IMHO it should be more difficult) and it would also make a bit more sense than using just smelting pit and mullet for forging items that require dwarves in fortress mode to use a workshop with an anvil.
Oh, and one more question: does quality of the ingredients in reactions influence the outcome in any way? Say if I use a masterwork stick - will I have better chance of creating a masterwork mallet?