> > One problem about this mod's workshops, especially ones that are supposed to propagate interactions is that they have so many unwalkable tiles. Do those obscure view?
> They don't obscure view. In fact, the reaction-based interactions (except for expeditions) don't depend on line of sight - they can transmit through walls, allowing the interrogation interactions, for example, to convert chickens pastured outside a prison room into blanks.
I've noticed that expeditions take time some time to propagate and sometimes don't propagate all the way, stopping at 2 ponies, even though there are 2 more further away. I don't quite know how the interaction chains work, but if it builds up (EL selects a soldier, that soldier answers with an interaction to EL, then EL selects another soldier and so on and on the final propagation EL enters the final state), that would explain the slight lag.
> > Expedition healing.
> I may change expeditions to bring a brahmin along instead as the substrate for transformation.
That makes sense and would fix it, but I hate grazers for their dying of hunger in the middle of my dining hall. I'd rather just use a chicken instead.
> > Workshop interaction problems.
> Yes, feedback would be useful for this, as I just ran several reactions for Nurse Redheart conversions/assembly and they all worked when the Mr. Hooves or chicken was within 1-2 tiles of the workshop. I suspect it's related to how the Linux version of dfhack r3 interfaces with dwarf fortress run in WINE.
It's good to know that I can make my pasture around the workshop and bigger, so that the animals will stop fighting. Cages also seem to work, as I once had something turn inside a cage.
I'm quite sure my issues have nothing to do with my OS: I just use the 0.30b with windows everything and run it under WINE. If it works at all, it should work correctly. Besides, other things, like items with syndromes work, as I am able to use SATS.
You can't simply put Linux dfhack together with Windows version of the game and expect it to work. The ABIs are incompatible and it wouldn't run at all and produce lots of errors.
I'm using 0.30b, but I don't think there were any major changes since then.
> Just had my first Stable fall to 4 griffon ambush groups. Lesson learned: Flying enemies are friggin' overpowered. Head shot, head shot, head shot...50 pages of head shots.
Griffins are 2.5 times as heavy as ponies and start at 8 weapon skills and 5 auxiliary skills, like dodge and bite and can only get better from there. I haven't had any visit me yet, but they're pretty scary, even against combat armours and shield walls. On the plus side, even Novice spells will work against them.
I thought, I finally figured out how to list all the creatures without graphic tiles:
http://pastebin.com/aLy9DTv0 $ grep -C 10 "CREATURE_TILE:'" * | grep -A 2 "CREATURE:" > ../../../no_tiles.txt
Problem is, some of those, like chickens and sprite-bots, already have graphic tiles in the game. I also think that cages suppress the tilesets. The idea was to list all creatures with [CREATURE_TILE:'g'] or similar and cut out [CREATURE_TILE:128], but apparently that wasn't it. There must be something that the [COLOR:3:0:1] does to give some creatures graphic tiles.
EDIT: Ah, the stuff in "raw/graphics" redefines some of those tiles to be pictures. Looking at it some more, adding a creature is usually 1-6 sprites (adult, child, reanimated, skeletal, trained for war, trained for hunting), while adding an intelligent race (like Stable ponies or Wastelanders) is hundreds of sprites for all the professions and it won't differentiate gender or castes. Stonesense may be better to work with. Last time I screwed with it, I got coat and mane colours to work as well as horns and wings.