Wow, lots of stuff. I've been a little busy lately but I've just come in to a load of free time. Thanks to everyone who pointed out bugs and other issues; I'll get to fixing them post-haste.
This looks amazing. I knew abregados version, but hadnt seen this one. Currently looking through the raws.
Your REACTION:WORK_OUT wont do anything, because no item is created. Df only increases skills if something is assigned as product.
Then the reading desk will also do nothing, except for the lost book.
Yeah, I noticed both of those shortly before I got sidewinded, I fixed the problem on the spot but never got around to uploading.
Mr. zimmer I have a frivolous question, I've been looking through your raws and I wonder how did you made or from where you copied the languages for the ratskins and scavvies
They were made via DFLang. Scavvies used the Chaucerian English word list included with the utility. I felt that what came out adequately represented the debased Gothic which I assumed Scavvies would speak. Ratskins I made by machine translating a randomly generated paragraph to Hindi and pruning out capitalizations and accented characters.
Indeed.
Awesome mod. I have a few problems though...
1) Heavy Stubbers are beautiful... but they will be crewed by at least 8 people and their dogs at once, if one isn't careful.
2) junk is awesome, maybe too awesome (6 bucks per pile, about 100 bucks profit with a dabbling techie) but some of the stuff, like the servo engine and the metal torch, seem to be unusable in crafting. EDIT: Works now, probably problem with the bins.
3) Ink is expensive. Buggy expensive. I could literally buy a caravan with two flasks.
4)Ghost fingers are buggy; they don't even show up, instead you get an unnamed plant that isn't harvested, doesn't rot and is worth 100 bucks. I managed to fix this by copying some RAW-tags around, but I have no idea what i did.
5)It's pretty easy to survive by farming dogs. Maybe introduce another genderless caste?
6)Is there is a way to make "dome floor walls" smoothable? It would be pretty nice.
7)Reading books doesn't even stop skill decay.
8)(edit)I can't seem to produce fire save chains?
9) I just unloaded a medical crate and my game froze for a minute.... now there are 30 000 units of thread in my Receiving Bay :| (/edit)
10)This mod is awesome and you shöuld feel awesome.
I didn't read all of the thread, so some of this probably came up already. Sorry.
Junk is meant to be awesome. It's non-renewable and an incentive to keep digging. You can blame Abregado and Destroid for the surplus of thread, I didn't even touch that one. Thanks for all the other bug reports. As for the stubber problems, there's a solution in the works but I'm not exactly allowed to talk about it. I think. Soil layers can't be made smoothable, it's hard-coded.
-Crusher Labourers bleed everywhere. Wait, that's not a bug, that's awesome. Oh, and they can be effortlessly healed by manning a stubber like some healsome relic. That's a bug.
That's a symptom of the way DF handles transformations - wounds aren't tracked across polymorphs. Necessary evil.
When I was taking a shower I took a close look to what I did to this altered soil system and I said to myself "No, I'm giving too much freedom to the soils and moving it too far from the original"
So, please give me a couple of ours to work with it, I will make a soil leveling to make farming very very hard but not so unforgivable as the current soil set is (Add 1 "organic_waste" soil wich is the only one you can do your underground farming) And keep "ash wastes" [UNDIGGABLE] With big clusters of trash wastes to dig your fortress in...
I'd appreciate any help in setting this up. I tried removing topsoil levels altogether and having it all be stone, but that opened up the warp which converted all tiles into an ever-shifting hypnotic morass of flickering colours. It's a cool effect but I can't imagine under what circumstances it would be appropriate to use. Any assistance with balancing the mineral occurrence would be a godsend, really.
About 40% of my military has lost use of one or both of their hands.
Because while I have some decent flak armour for my elite and steel for the rest nobody equips gauntlets.
I tried everything-replace clothing, partial match, exact match, assigning every gauntlet on its own. They just won't.
help.
I've been seeing this too; I'm not sure what the exact source of the problem is as from what I've seen it appears to affect imported gauntlets as well as player-created ones. The best fix would be if Toady would add support for reaction-made gauntlets, but at the moment I think we'll have to make do with training biters.
Actually, can anyone confirm if hivers will equip imported gauntlets if there are no locally-produced ones? I'll try it myself once I get some time to play, but if someone already has the proper circumstances set up I'd appreciate it greatly. Having gauntlets as an import-only good might be a decent patchwork fix.
Bringing the Metalsmith's Forge back and removing all weapons and armour from the Hiver civ might be an effective fix, but I'm not sure how it would affect worldgen and it'd certainly make adventure mode as a Hiver fairly dull. (As it stands, they don't start with any guns anyway, which tends to lower their life expectancy some. That's a result of not being able to remove the bowyers' without getting rid of the wood industry altogether.)
Actually, I don't really remember why we had the custom smithing workshops to begin with. It's a bit micro-intensive and quite a complicated way to do a simple thing. I might bring the vanilla ones back and relegate the custom ones to a secondary role (such as increasing efficiency and looking nice with graphics on), but I'd love to hear some input about this.
As for all the bellyaching about the dome floor, feel free to make it diggable yourselves. It's one line. I'll even include an easy patch in the OP. I intend to keep it in the 'official' version as it is, although I'd prefer to find a compromise as stated above. If I recall correctly, in my testing version, I greatly increased the probability of large stone clusters appearing in hive ash layers, and if I add a few more stone types exclusive to hive ash I think that might result in a more forgiving but still constraining distribution of inorganics.