I've noticed something that's probably unimportant to most people: There's no reaction in the raws for making the churchwarden pipe, i.e., the item used to smoke sweet or deep galena. At the moment it's impossible for dwarves to decide to go smoke these things due to this.
Aside from anyone feeling like having some !fun! by dumping galena on a tile and then carefully lighting it up with lava or something and pumping the smoke (which has an inhalable syndrome), both sweet and deep galena are completely functionless. And I've not spent the time to figure out whether or not that smoke actually can do so if you manually burn it (I did light some on fire but the poor test dwarf decided that walking away from the campfire after lighting it up was a silly idea and not for him).
Maybe disable them if they're just nonfunctional in DF's mechanics? I could probably put together a raw for the pipe, but I'm not sure if you're interested in it or dealing with anything in the patreon rewards stuff.
I'll check into it. didn't know it was missing.
It seems like there's an issue with magma and water wells in the latest version for the dwarv civ. Had to register, so I don't have the errors on hand, but trying to use a magma/waterwell as a dwarf civ on a clean download of 1.25 resulted in a nil reference error and no liquid spawn.
Really? well I'll check into and fix it for 1.26... I don't know why it broke in 1.25, if it is. if its not on this side, hold onto the save file and I would like to see it. (just the region folder inside the data\save folder).
Well, that's the thing - I've disabled most other civs with the intent of getting a semi-vanilla set up for civs (only deviation is the inclusion of more primitive - beakwolves and stranglers usually - fortress defense races from time to time.) They should be spawning fine, but they simply aren't
And this is across about 20 separate gens, which makes me think there's some kind of problem with thier entity or something, unless my download is messed up for that one race for some reason...
Interesting, Well I have to run some more tests of the ZM5 creatures and apparently check a few other errors, so I run a few world gens tomorrow and see what shows up. you had beakwolves, stranglers, goblins, dwarves, and anything else? I'll see if I can do a few legend exports too and see how goblins are fairing... Is it that you just don't see them on the map, or are you actually checking to see if goblins are in the legend file at an earlier point? And bare with me, what time frame and map size are we talking about... they could just be getting ripped up at an earlier year mark.
current work on 1.26
1.
update DFHack to 43.05 r1 - completed in testing.
2.
Update TwbT to the latest version - completed in testing.
3.
Fix to Guildhall transformations - testing complete, DONE.
4.
Check for building menu title objects that have a hotkey set to them. done. basically only found the one in humans, if anyone else see one with a hotkey let me know.
5.
Value fix to humans. done.
6. Start looking at a way to create documentation from the raw scripts
7.
updated the ZM5 creatures. - completed in testing.
8.
tesb fix. testing complete, DONE.
09.
updated the MMMMM creatures. - completed in testing. - this is the section with mythical monsters, plump helmet men, the wild hunt, *-mancy, etc on the mod page... fully updated several upgrades and balances and additions.
10. Grim's historical arms.... being considered, may get offset to a later pack.
11. Stal's armoury.... being considered, may get offset to a later pack.
12.
update to spacefox graphics. - files in hand needs to be checked against original, for MW additions.
additional fixes being looked into:
1. test golems, supposedly get attacked by caravans.
2. magma/water well failure !?!
3. goblin not spawning.
4. alcohol names, duplicates.
5. errors from the errorlog.