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Author Topic: Burning humans  (Read 943 times)

RP

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Re: Burning humans
« Reply #15 on: December 18, 2006, 03:25:00 pm »

quote:
Originally posted by Maximus:
<STRONG>

Seconded.

"Do you mind if we smoke?"</STRONG>


Curse you, Maximus. Now I've got Coke all over my keyboard.

Thirded.

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Toady One

  • The Great
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Re: Burning humans
« Reply #16 on: December 18, 2006, 08:17:00 pm »

Ah, maybe that's why they have leather clothing but no plant clothing.  I'll chalk this one up to the mods for now.
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The Toad, a Natural Resource:  Preserve yours today!

FFT

  • Bay Watcher
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Re: Burning humans
« Reply #17 on: December 19, 2006, 01:17:00 am »

Yeah. I suspect it has to do with the fact that I was editing the [MATGLOSS_PLANT:] sections of a couple of the plants I added. It messed up a few other things as well. Haven't had any problems since I cleaned everything out, stuck the mod back in, and created a new world, though I haven't tested to human caravans yet.

Out of curiosity, what does [GENPOWER:] do for plants?

[ December 19, 2006: Message edited by: FFT ]

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Maximus

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Re: Burning humans
« Reply #18 on: December 19, 2006, 01:34:00 am »

Aha!  That's it.  When the dwarves got more alcohol, the humans got jealous and took up smoking.
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FFT

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Re: Burning humans
« Reply #19 on: December 19, 2006, 02:21:00 am »

Definitely. Current count is 10 new beverages   :cool:
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