Question1Any idea what is going on ? Without changes below when i generate world it rarely crashes but when i use this it crashes a lot when it reaches 50-100 years+.
trying to fix vanilla annoying skin default generation on butcher animal and game seems to crash a lot more when it generates world. Below is what i am editing.
material_template_default.txt:
at the end of skin material after [ROTS]
[STOCKPILE_GLOB]
[DO_NOT_CLEAN_GLOB]
[BUTCHER_SPECIAL:GLOB:NONE]
[REACTION_CLASS:SKIN]
reaction_other.txt :
[REACTION:TAN_A_HIDE]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:SKIN][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
In the product, if you want to use the reagent's material itself, use NONE instead of a reaction product class (TAN_MAT in this example).
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
With this from one animal you get more skin that one (usually number something closer to fat you get usually) and it is stored under fat in stockpiles
Question2Is there any way you will add playing as humans ? I mean adding tag does the job but whole noble screen and whole plethora of options is turned off. I can edit it fine but then game seem to not like it much on world generation and again it may crash while playing game.
Question3Does custom animals and lot of other stuff make stonesense unuasable ? I mean i crashes very often and always when some traders are at fort. I would love to take screenshots of whole fortress but stonesense seems to crash very often. Sometimes it works with no problem sometimes it crashed whole game every time when i switch it on at specified point in my game.
Question4Any plans to redo armor and weapons ? Stalls armory pack is imo excellent and i love how it fixes vanilla shields, mail shirts stacking and creates much more reasonable armory and weapons, also removes overpowered problems like dwarf bites being lethal.
http://www.bay12forums.com/smf/index.php?topic=142993.0I already tried to add it myself but you seem to have additional edits with your own custom things that doesn't seem to jive well when i modify default raws.
It would be great if you could point what you changed in therms of weapons and generally where.
Question5What is the difference between your world generation profile and normal world generation ? I tried to normally generate world and it crashes a lot less that your profiles. I think though not all races are added this way (due to their spawning points i think). I play mainly DF mode not adventure. Should i use normal generation if don't play adventure mode ? If yes this would also lower amount crashes i think.
Question 6I want to slow down skill learning of civilizations to accommodate for their longlivety. I found creature token called SKILL_LEARN_RATES:xx where xx is %. Can i add it without problem to creature standard.txt ? eg. humans ?
A: Tested it ! It works really well. i just add [SKILL_LEARN_RATES:50] to creatures standard after canopendoor and it halves experience gained by that civ people. Which means that training elite squad no longer takes 1,5 years but 3 years. If i change it to 25 then it will take 6 years which means that to get legendary dude he would actually need to survive that much time.
Same with every other skill. Now legendary miner or other prof is really super valuable member of society.
edit: Does your mod crash a lot when you generate world using your prefs (with dfhackoff) ? Played earlier versions and i don't remember that much crashing when i switched dfhack off for world generation. Maybe problems above aren't exclusive to my modding but generally for your mod.