you can only diasble rendermax if you are running in print mode:standard, otherwise its not running at all. What problems do you think is coming from rendermax?
Thanks, I'll try using mode:standard. Rendermax was running for me by default.
There is no problem coming from it, I simply like the classic view more, it's not as distracting I guess? Maybe I just haven't gotten used to it.
okay, when you say classic view you mean ascii? Rendermax is specifically a standard mode mod that produces light effects inside and under ground.
Great job man, I was trying to find a way similar to what you did but couldn't figure anything out. The vanilla mill command worked fine, so there had to be some kind of reaction process that works somewhere.
Thanks for the hard work.
your welcome. I figured out the full-heal error too, sent it to DFHack, so if anyone likes to full-heal their early embark members that works.
about to start moving through the random creatures and see whats going on there.
and I was also pointed toward an issue with grudgeon fish not being edible.... that one might be hard to test... does anyone else ever seen that issue?
another thing I was thinking about when I was looking at the warpstone script... it would be easy to move the fossils, relics, old chests, blood of armok, tears of armok over there (they were originally suppose to be special hidden gems that would appear randomly as you dig around) I can even establish that certain veins have higher rates of drops (simulating old brick wall veins etc that have higher chance of clusters of these gems, would have higher random rates). It would change the process a bit, where instead of reveal->prospect... you would instead hunt in the right type of "stone" to discover them. It was a really powerful script.
anyone else having issues that they would like me to look at? I currently have all the red errors I had fixed (except 1 that is not my error, its roses, I don't even know if we are using the roses script in anyway shape or form).
I do plan to start testing another script addition, that would allow the removal of vanilla buildings at some point this week or next week. It would be a nice addition to the repository of scripts we have for future races/changes in current races.
I am really enjoying the feedback from everyone.