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Author Topic: ☼Kobolds☼ - Everything Kobold Mode  (Read 105057 times)

vonsch

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #570 on: September 11, 2016, 03:21:06 pm »

And kangaroo hair thread can be spun, but cannot be stockpiled or traded.  Or woven, as far as I can tell.  Can be dumped.

Vanilla "feature". It can still be used for suturing or artifacts, IIRC.

Thanks, Arc, wasn't sure if this was vanilla or MW.  Hard to use for anything without stockpiling though.  Guess I'd have to forbid everything else. Easier to destroy it via dfhack.  Not undersupplied with other threads.
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vonsch

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #571 on: September 12, 2016, 12:37:28 pm »

Banner and Poison Cookery have same hotkey on workshops menu (ctrl-b)
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vonsch

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #572 on: September 15, 2016, 01:42:32 pm »

I don't know if this is a vanilla issue or MW:

I grew some hide root from seed, got plants successfully.  Then I milled them using mill specific plant at a quern.  The bold hauled plants there, grabbed a bag, and went to work.  All the plants were processed.  Now I am left with no dye from the plants, and no seeds.  Should have bold based on legacy experience.

It's the only dye seed I can get that will grow here, so can't test others at the moment.
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vonsch

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #573 on: September 15, 2016, 06:19:59 pm »

I see a wooden training dagger for bolds, but the training room doesn't allow training daggers.  Considering bold proclivities, and size, I'd think daggers would be top pick. 

The can train wrestling, which I think interacts with knives, but no knife fighting skill that daggers use. 

Sword training is actual swords, or at least calls for a wooden training sword.
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vonsch

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #574 on: September 16, 2016, 11:57:39 am »

I retested the hide root dye issue and had the same thing happen.  When milled, no dye and no seeds.  Empty bag left in quern.

And I tested with the plain mill plants and that worked fine. So it's the reaction to mill specific dye plants that's the problem.

Hide root is the only dye plant I have access to so can't see if it's specific to that plant or it's the general reaction.
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chaosfiend

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #575 on: September 20, 2016, 12:21:00 pm »

What would one need to do to give kobolds the ability to turn the Sandy/silty Clay/loam into their constituent components as the dwarves do? Would love this ability, cause it seems something kobolds should be able to do as well as Dwarves
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #576 on: September 24, 2016, 01:13:55 pm »

Its already enabled in their entity file, you just need to add a kobold building to the reactions... they are the bottom ones in reaction_dwarf_civ.txt.

Currently the reactions are only in the pottery...
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chaosfiend

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #577 on: September 25, 2016, 12:58:09 am »

Its already enabled in their entity file, you just need to add a kobold building to the reactions... they are the bottom ones in reaction_dwarf_civ.txt.

Currently the reactions are only in the pottery...

Grahhh...Any way I can get assistance on how to do this? Probably would want them added into the Kiln or Clay Shaper. I've only a vague idea how to change the files to put in a building, but after 2 hours of trying to no avail I kinda gave up. @-@
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Evans

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #578 on: September 25, 2016, 02:08:49 am »

when you have a reaction in reaction_dwarf_civ.txt
Spoiler (click to show/hide)
You need to add another BUILDING entry to that.

I don't play kobolds so I am not sure which is which, but perhaps you mean one of the following:
[BUILDING:BRICKOVEN_KOBOLD:NONE]
[BUILDING:POTTERY:NONE]
[BUILDING:WORKSHOP_KOBOLD:NONE]

NONE stand for key shortcut.

Paste the one of the above you like under the existing [BUILDING] entry in the reactions you would like to have in reaction_dwarf_civ.txt and you should be good.

Generating a new world might be necessary (but maybe not - paste that file into your savegame/raw/objects and see if it works without worldgen).

Which reminds me I should mod wooden mechanisms back into masterwork :)
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getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()

chaosfiend

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #579 on: September 25, 2016, 02:34:55 am »

when you have a reaction in reaction_dwarf_civ.txt
Spoiler (click to show/hide)
You need to add another BUILDING entry to that.

I don't play kobolds so I am not sure which is which, but perhaps you mean one of the following:
[BUILDING:BRICKOVEN_KOBOLD:NONE]
[BUILDING:POTTERY:NONE]
[BUILDING:WORKSHOP_KOBOLD:NONE]

NONE stand for key shortcut.

Paste the one of the above you like under the existing [BUILDING] entry in the reactions you would like to have in reaction_dwarf_civ.txt and you should be good.

Generating a new world might be necessary (but maybe not - paste that file into your savegame/raw/objects and see if it works without worldgen).

Which reminds me I should mod wooden mechanisms back into masterwork :)

Cool, I'll get on that in the morn. Also Kobolds have a reaction for Wooden Mechanisms in the Trapsetter, if you were looking.
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Amostubal

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #580 on: September 27, 2016, 09:52:24 pm »

I was searching around and couldn't find anyou information on spiritwalking.... what does it do? what does it use(doesn't seem to require anything)?
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Arcvasti

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #581 on: September 27, 2016, 10:14:23 pm »

IIRC[I've never actually tried it], Spiritwalking forces a strange mood to happen.
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #582 on: September 28, 2016, 04:13:58 am »

Correct, it starts a strange mood.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #583 on: October 06, 2016, 06:32:01 pm »

And a little addition for kobold mode... 32x32 sprites.

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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Sponge

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #584 on: October 31, 2016, 10:56:22 am »

I don't understand, how do I steal from other races? Also, where is the Totem? And finally, how am I suppose to make pots for workshops? Am I suppose to go mining for metal?
« Last Edit: October 31, 2016, 11:07:19 am by sponge »
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