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Author Topic: Soapmaking needs "Chemistry"?  (Read 1286 times)

Moogie

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Soapmaking needs "Chemistry"?
« on: November 13, 2013, 01:07:22 am »

I'm having such a frustrating time. I need to build a soapmaker to make soap to tend to my wounded people. I can't build a soapmaker because it needs "Chemistry". I can't find a "Chemistry" labour, so nobody will build the bloody thing. I don't have Chemist shops enabled.

Why do these mods have to move around/change vanilla things? Just add new stuff, don't make simple tasks so bloody infuriating!
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I once shot a bear in the eye with a bow on the first shot, cut it up, found another one, and shot it in the eye too. The collective pile of meat weighed more than my house.

Etherdrinker

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Re: Soapmaking needs "Chemistry"?
« Reply #1 on: November 13, 2013, 01:15:15 am »

Because you canīt add, you can only change it. why not use Dwaft Therapist?

Putnam

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Re: Soapmaking needs "Chemistry"?
« Reply #2 on: November 13, 2013, 02:17:19 am »

Chemistry is either soap making or alchemy, under either farming or other.

Moogie

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Re: Soapmaking needs "Chemistry"?
« Reply #3 on: November 13, 2013, 02:51:04 am »

I had both Soap Making and Alchemy enabled on a bunch of idlers. Also, I do use Therapist, it came with the package.

It doesn't really matter now, I'm dropping Masterwork. Thanks for the replies anyway. :) This was just the last of many frustrations I've had with it. Not to belittle the work and effort that's gone into such a huge mod, but it's just not for me. Personal taste, nothing more. I only really picked it up for a couple of features - bonfires and some misc buildings - but I didn't realise that the world would still be massively altered by features that I specifically disabled. Traders were turning up with turrets and landmines in cages. Goblins had silly names like "poke-yer-throat". That sorta thing.

I think the best thing for me would be to just take the specific buildings I want and add them to vanilla manually. I'll miss Masterwork's ini editor, but it wasn't robust enough in disabling the features I wasn't interested in.
« Last Edit: November 13, 2013, 03:01:25 am by Moogie »
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I once shot a bear in the eye with a bow on the first shot, cut it up, found another one, and shot it in the eye too. The collective pile of meat weighed more than my house.

Deon

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Re: Soapmaking needs "Chemistry"?
« Reply #4 on: November 13, 2013, 03:15:08 am »

Yep, downloading total conversion mods you have to be ready for massive changes to everything :). If it's just not your thing, you can always learn modding and mod your thing or borrow it!
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Billy Jack

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Re: Soapmaking needs "Chemistry"?
« Reply #5 on: November 13, 2013, 04:13:48 am »

Per the manual - Potash Maker has been repurposed to Chemist/Soap Maker.
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Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

MightyPaladin

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Re: Soapmaking needs "Chemistry"?
« Reply #6 on: November 13, 2013, 04:15:58 am »

Chemistry and Alchemy are both farming labors.

Chemistry, Alchemy and Herbalism are the Alchemist Guild labors
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Tierre

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Re: Soapmaking needs "Chemistry"?
« Reply #7 on: November 13, 2013, 04:47:01 am »

If you say what specific things you need from masterwork, i might add them next to my thread with parts of masterwork RAWs. I just want to wait for a release before i continue it.
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kamikazi1231

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Re: Soapmaking needs "Chemistry"?
« Reply #8 on: November 13, 2013, 07:07:41 am »

If you get tired of vanilla and want to try Masterwork again feel free to post any of your questions.  We are always happy to help.  The many new races and features really extend the life of the game and Masterwork fixes quite a few of the most annoying vanilla bugs.  Once you get used to Masterwork it's hard to go back.

Also if you were using Therapist were you using the custom Masterwork tab or the vanilla jobs tab?  The Masterwork one should do a better job of assigning correct roles and jobs for the workshops in Masterwork.
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Meph

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Re: Soapmaking needs "Chemistry"?
« Reply #9 on: November 13, 2013, 09:06:02 am »

Quote
I can't find a "Chemistry" labour
If thats the problem, then it was on your end. Chemist labor is exactly where Potash Maker labor was.

The manual has this info as well:


Quote
Why do these mods have to move around/change vanilla things? Just add new stuff, don't make simple tasks so bloody infuriating!
Because the mod has... several thousand jobs more then DF, and  five times as many buildings. No way to manage them without optimizing the labors and skills for it. There are many smaller mods (literally EVERY other DF mod), so before you go back to vanilla DF, please give them a spin. :)
« Last Edit: November 13, 2013, 09:08:27 am by Meph »
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