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Author Topic: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)  (Read 5001 times)

Fleeting Frames

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  • Spooky cart at distance
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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #15 on: November 01, 2019, 09:20:42 pm »

You could use dfhack changelayer to change the inappropriately-placed slade to some other soil layer, I guess. It's possible to have save-specific inits (to be used in mods).

Alternatively, what if you make a soil large clusters which only appear in slade? Not sure soil obeys those rules, but could be worth a check.

Kyubee

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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #16 on: November 02, 2019, 11:57:03 am »

Nice ogre civ. Thanks!

Thanks! I figured its rather simple, but it gives you access to beak dogs without stealing them.

You could use dfhack changelayer to change the inappropriately-placed slade to some other soil layer, I guess. It's possible to have save-specific inits (to be used in mods).

Alternatively, what if you make a soil large clusters which only appear in slade? Not sure soil obeys those rules, but could be worth a check.

I could, I suppose
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My (long abandoned) mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.
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