Hey, GM-X
Just wanted to let you know that a few weeks ago I downloaded your modpack and I've spent the whole time editing, tweaking, adding, mashing other mods into it, removing things that weren't to my preference, etc.
At this point it's pretty different, and I wasn't planning to release it here, but I wanted to get your permission before sharing it with friends, since it's based on your work.
I can post the changelog if you'd like, I'm still using .04 for compatibility purposes but I'll likely update soon.
More importantly, there were several outstanding bugs and (IMO) gameplay issues I had to fix, here's the biggest ones:
Putna's secrets need to have the declared name at the top of the interaction file changed from "interactions" to "interaction," the game doesn't read it properly.
There are a couple reactions that need to be fixed. Namely in the recipes under "FRT" for arquebuses. A couple of them have the wrong internal reagent identifiers. Gunpowder ends up getting put in piles instead of in bags, and cartridges don't spawn at all. Here were the original recipes:
[REACTION:MAKE_GUNPOWDER_FRT]
[NAME:make gunpowder with brimstone]
[BUILDING:ALCHEMY_LAB:CUSTOM_ALT_G]
[REAGENT:A:1:STONE:NONE:INORGANIC:BRIMSTONE]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:20:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:ALCHEMY]
[REACTION:CARTRIDGE_FRT]
[NAME:load cartridge]
[BUILDING:GUNSHOP:CUSTOM_C]
[ADVENTURE_MODE_ENABLED]
[REAGENT:ammo:20:AMMO:ITEM_AMMO_BULLET:NONE:NONE][PRODUCT_DIMENSION:30]
[REAGENT:gunpowder:20:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:B][PRESERVE_REAGENT]
[PRODUCT:100:20:AMMO:ITEM_AMMO_CARTRIDGE:GET_MATERIAL_FROM_REAGENT:ammo:NONE][PRODUCT_DIMENSION:30]
[SKILL:METALCRAFT]
And here are the changes I made:
[REACTION:MAKE_GUNPOWDER_FRT]
[NAME:make gunpowder]
[BUILDING:GUNSHOP:CUSTOM_ALT_G]
[REAGENT:A:1:STONE:NONE:INORGANIC:NONE] [REACTION_CLASS:BLACKPOWDER]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:20:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:B]
[REACTION:CARTRIDGE_FRT]
[NAME:load cartridge]
[BUILDING:GUNSHOP:CUSTOM_C]
[ADVENTURE_MODE_ENABLED]
[REAGENT:ammo:20:AMMO:ITEM_AMMO_BULLET:NONE:NONE][PRODUCT_DIMENSION:30]
[REAGENT:gunpowder:20:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:gunpowder][PRESERVE_REAGENT]
[PRODUCT:100:20:AMMO:ITEM_AMMO_CARTRIDGE:GET_MATERIAL_FROM_REAGENT:ammo:NONE][PRODUCT_DIMENSION:30]
I added the "blackpowder" reaction class to a few other materials made of sulfur/sulfides/nitrates, since that's the reason brimstone was selected in the first place. This includes Saltpeter, Realgar and Orpiment. That way you can make gunpowder before you burrow all the way down to hell.
The abundance of different secrets that all add necromancy causes more deities at worldgen to spawn with the secrets of life and death and pass them down, resulting in massive amounts of necromancers and intelligent undead all over the world. In a single fort, I had more than six necromancers and two dozen intelligent undead show up as migrants and tavern visitors. I toned this down by removing some secrets and combining others, as well as turning off intelligent undead.
There were some problems concerning the interactions used by certain creatures to transform; they would essentially use them every time they were on cooldown, even in situations where it was extremely ill-advised. For instance, red dragons transforming back into red dragonmen while surrounded by enemies. I solved this by changing the interactions so that they aren't used at all by NPCs, and changing the creatures so that they always spawn in the more powerful form. Only the player can use them when they spawn as those creatures in adventure mode.
Fortress defense's additions cause weird things to happen during worldgen, like hag hamlets allying themselves with human civs, so I edited them by removing some of the creatures from the civs. Probably, it would work best to make them all separate entities with dark fortresses and properly laid out positions, but I'd have to update to do that, and it'd be a lot of creative work. Personally, I recommend just removing the ones that are awkward, like hags. Obviously, it would be preferable if you could make entities that are inherently designed to spawn with multiple creatures in them at varying frequencies, but this is not possible atm.
Lastly, the setup using certain "adventurer classes" as entity races to give them spheres/religions is problematic in worldgen. It results in the "adventurer" civilizations being extremely overpowered. I removed them from all civs and worldgen results were much more pleasing. Before I did this, I ran into several instances where I showed up to a cleric or paladin city in adventure mode and every single unit on the map was affected by a healing syndrome or something of that nature, causing a massive amount of FPS drop and resulting in some crashes.
EDIT: Forgot to mention that a few reactions were also missing brackets or had extra brackets at the end of tokens. Apologies but I can't remember which ones at the moment.