so... how does the diseases button affect the (modified) raws? I mean, if it was programmed to disable/enable the non epidemic diseases, and I "fixed" the epidemic ones, is it going to skip tagging the epidemic diseases?
To be honest I haven't tested this. I believe the settings program just modifies the lines marked with `YESNEWDISEASE`, which if disabled would remove all the disease carrying creature variations.
So I'd expect the settings manager to still work.
Test reports are certainly welcome!
I was having some problems conducting Herbalism research (3 fails) and noticed that there is a missing ] on the 'drink container' reagent for the '[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]'. I did correct it and had the reaction complete successfully, though I'm not sure if was the cause or just bad luck.
Nice spot! I've now fixed this in both unified and master.
I just realized when Toady pushes the new v of DF, you're going to go nuts (while waiting for Meph's update).
Nope, I'll rejoice like I always do. change control superpowers make new releases much less scary than everyone thinks.
here's the patch I promised
Awesome! I hope to apply it in this tiny break between my students leaving and my clients realising that I've been left unattended.
I tried jumping ship to your uni branch, and this happened after 3 worldgen's...
Unfortunately I've seen that happen in regular Masterwork, and even in vanilla. I'm with Billy Jack here, sometimes civs are generated that don't have access to certain materials. I consider this an opportunity to enjoy a more challenging game.
~ T