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Author Topic: ☼Kobolds☼ - Everything Kobold Mode  (Read 105534 times)

Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #165 on: July 02, 2014, 05:36:32 am »

eggthief, thats perfectly normal DF behaviour for kobold caravans. since their civ as an item_thief, all items they leave with are flagged as stolen. it perfectly harmless and has nothing to do with the dwarves.

You only get kobold caravans btw.
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eggthief

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #166 on: July 02, 2014, 08:13:12 am »

Oh okay, I did receive 2 liaisons right after each other though. Could one have been a dwarf (if at all possible) and gotten himself killed soon after? Otherwise I am completely puzzled as to why the dwarves would invade me so early on as I did not change the default invasion settings which has them at 'very late'. My next fortress went even more abysmal, embarked on a serene biome with a werebeast which infected my kobold after which I was left without any animals and just a werebeast infected kobold, these guys really need an ogre embark  :D
« Last Edit: July 02, 2014, 08:15:36 am by eggthief »
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #167 on: July 02, 2014, 08:25:54 am »

the good races seem to ignore these settings and siege all the time. Its a bug I cant fix, only Toady One can do that. try setting the trade triggers equally high, maybe it helps, but I havent tested that yet.
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Gamerlord

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #168 on: July 04, 2014, 08:43:06 am »

The bone chipper armour making reactions seem to give armour pieces without material.

Sagus

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #169 on: July 04, 2014, 12:56:19 pm »

This is a very noobish question, but for the life of me I can't find many of the workshops listed in the manuals. Where can I get the Woodcarver, Scale cleaner, Fishpond, Trader Warren etc? I thought they'd come from Worktop or Tent but they don't...

also, speaking of the worktop, for some reason I just can't seem to be able to build anything from it. I have four leathers and a bunch of barrels, yet all the options on it are red... nevermind this part 'bolds were using all barrels for food :P
« Last Edit: July 04, 2014, 01:01:54 pm by Sagus »
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palu

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #170 on: July 04, 2014, 01:23:56 pm »

Try greater tents. Also, the kobold manual is out of date.
Here are the kobold changes:
Quote
Next is the large Kobold update. Essentially a complete overhaul of the thievery system and the workshop menu. There are many smaller balance changes, and you can read everything in the changelog below, but three important things stand out.

1. Thieves Tunnel. You now have only one, and it has 15 reactions, one for each race. The stealing might injure the worker, it might kill him, it might spawn an attack, or it might do nothing. The reward is a small item, which is race specific. And you have a 5% chance to steal a building plan, which unlocks one of the 15 race-specific workshops.



2. Workshop Overhaul. Four workshop are the basis for most buildings now. The Worktop, the Tent, the Greater Tent and the Lodge. These empty buildings can be outfitted with different workshops. This costs 1 leather for tents, 1 leather/1 barrel for worktops and 1 leather/1 totem for lodges. You can also clear these workshops and re-use them. This means a wood-working area can easily become a scale and chitin workarea. Or your sisha lodge that you dont need anymore can become a druids lodge. This enables kobolds to make good use of small areas.





3. Shovels are back! The Dirt Digger can now make a breakable shovel from wood. You no longer steal picks, but instead can dig in the early game directly. The shovels dig soil and rock, but break after one ingame week. This means you can dig soil rather easily, but the deeper you go, the less time is spend efficiently mining. Its mostly intended for digging hovels into soil and a direct stair into the caverns.

Quote

    Kobold update
     - Breeding Warrens changed, they now empgrenate the worker, if female.
     - Thieves tunnel changed, now only one. More dangerous.
     - New building upgrade system.
     - Paupers Pup has smaller design (5x5)
     - Scribe removed.
     - Painters Studio renamed to Paint Mixer. Also reduced from 5x5 to 3x5.
     - Kobolds Fishpond deleted.
     - Booze Burner, Poison Cookery, Juice Bar and Critter kitchen reduced to 3x3.
     - Fixed typo in Bone Scrapper name.
     - Pottery renamed to Clay Shaper. Also redesigned from 5x3 to 3x5.
     - Thieves Tunnel redesigned to 7x7.
     - Glass Blower redesigned from 5x5 to 3x5.
     - Removed Kiln.
     - Melting Pot redesigned from 3x4 to 3x1.
     - Deleted Mineshaft (Troglodyte Loot)
     - Deleted Soul Forge, Ashlander Kennels.
     - Made Gremlin Chemist a standard building. (Previously Gremlin Loot)
     - Same for Casino and Poisoners Lab.
     - Deleted Warpstone Lab.
     - Removed access to stables.
     - Removed access to ore processor. dun dun dun, no more "easy" access to metals.
     - Kobolds have three "base" buildings now: Worktop (Empty), Tent (Empty) and Lodge (Empty).
     - These can be upgraded into different types of workshops. This removes 20 entries from the workshop menus.
     - Updated the Arena to use the spawnunit script, instead of transforming changelings. Now much easier to use.
     - Kobolds no longer need to dry clay. This removes two worksteps and results in "Shape item => Burn item". Thats it.
     - The Dirt Digger can now create "breakable shovels", which get worn quickly, but allow you to dig a bit. Costs 3 wood.
     - Simplified "Make totem" reactions in the Hexers Hut.
     - Hexer gets a new hex: Summoning Hex.
     - Keas and Honey Badgers are no longer transformed from Changelings, instead summoned with summoning hexes at their totems.
     - Added missing decorations, 8 new decorational plants.
     - Kobold painter can now paint blocks (4)
     - Kobold painter reactions simplified: 8 times less reactions. Uses any paint now, so use stockpile links.
     - Added "work out" to the training room. Uses athletics skill and trains attributes, just like in dwarf mode.
     - Removed Soothsayers Hut.
     - Moved the three special totem-bomb fillings from soothsayers hut to Gremlin Chemist.
     - Removed Kiln. Potash/Pearlash done in Gremlin Chemist.
     - Deleted fire/explosive sling bullets from Chemist.
     - Altar to Griblin the Lucky is no longer a foreign tech stolen from rival kobolds (as there is only the playable kobold civ left)
     - Removed Water/Magmalings from Kobold mode.
     - Deleted a few military-skill training reactions from the Paupers pub that could also be trained in other workshops.
     - Jackrats are slightly more expensive and give slightly less offspring.
     - Kobold Trader Warrens can now unpack Gnomish crates.
     - All kobold buildings are made by leatherworkers.
     - All basic workshops can be reused, costs 1 leather.
     - All lodges can be reused, costs 1 leather and 1 totem.
     - All basic custom kitchens can be reused, costs 1 leather and 1 barrel.
     - Moved "Brew toad-shots(10) from toad venom" into Juice bar.
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Sagus

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #171 on: July 04, 2014, 02:47:29 pm »

I tried the 4 basic workshops and I still can't find the Woodcarver one... did it get moved to another submenu or something?
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #172 on: July 04, 2014, 03:24:12 pm »

Woodcarver is in the small tent.
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Sagus

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #173 on: July 04, 2014, 03:59:45 pm »

Woodcarver is in the small tent.
...that's odd, I was sure I had checked the tent. Well, thanks!
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Morri

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #174 on: July 07, 2014, 12:12:26 pm »

Is stealing supposed to harm the kobold? I seem to be able to keep the same kobold in there flooding me in cheap wood, metal and what not .. [using 5.10]
« Last Edit: July 07, 2014, 12:28:37 pm by Morri »
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Arcvasti

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #175 on: July 07, 2014, 01:20:30 pm »

Is stealing supposed to harm the kobold?

Do you have temperature on? I think that might impact whether or not the kobold suffers negative effects. And yes, it is. I'm personally guessing there are a couple ambushes on the map somewhere if you've been stealing this much. Type "slayrace" into DFhack and see if any invaders pop up on the list of potential slayrace targets.
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Morri

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #176 on: July 07, 2014, 01:52:50 pm »

Yes, I have temperature on. And yes, there are ambushes on the map but as I am walled in the only thing that would affect me would be that the kobolds are hurted while stealing. And that doesn't happen.

I tried fooling around with the raws and for the stealing reactions I see something like:

[PRODUCT:5:1:TOOL:PLAN_HUMAN_KOBOLD:CREATURE_MAT:ANIMAL_LEATHER:LEATHER]
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:SLAM_SELF]

Does that mean that it has 0% chance of something bad to happen to the kobold?
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chaosfiend

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #177 on: July 07, 2014, 03:00:26 pm »

Alright, I'm having alot of trouble with my bolds. None of them want to run the 'Compact Peat' reaction in the screw Press. I have tons of Peat, and I have Mechanics active (Thats the right job if the manual is correct and hasnt changed), and no other jobs for the bold, but he is just sitting on his tail with 'No Job'. Am I doing it wrong?
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Arcvasti

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #178 on: July 07, 2014, 03:20:28 pm »

Alright, I'm having alot of trouble with my bolds. None of them want to run the 'Compact Peat' reaction in the screw Press. I have tons of Peat, and I have Mechanics active (Thats the right job if the manual is correct and hasnt changed), and no other jobs for the bold, but he is just sitting on his tail with 'No Job'. Am I doing it wrong?

I'm pretty sure that "Pressing" is the proper skill. If that fails, just enable all labours on that kobold and one of them should work. Also, are you using burrows?
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chaosfiend

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #179 on: July 07, 2014, 04:30:27 pm »

Alright, I'm having alot of trouble with my bolds. None of them want to run the 'Compact Peat' reaction in the screw Press. I have tons of Peat, and I have Mechanics active (Thats the right job if the manual is correct and hasnt changed), and no other jobs for the bold, but he is just sitting on his tail with 'No Job'. Am I doing it wrong?

I'm pretty sure that "Pressing" is the proper skill. If that fails, just enable all labours on that kobold and one of them should work. Also, are you using burrows?

Welp...I'm six kinds of stupid. I DID have burrows on as well as the wrong labor enabled, so I was twice the amount of wrong. Thanks Arcavasti.
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