Okay goblin issue:
pocket:
smaller:
small:
This is my favorite image... I had all the secrets from ZM5, MMM, etc on and so all these towers popped up all over the map.
Even had a dark human civilization because of it!
medium:
What do you do when you have Kobold and Goblin wizards? In another place a human and a dwarf wizard erected their towers directly beside each other...
large:
so first map generation, every size, with the setting suggested, goblins formed. I think there's something else going on if your having issues with goblins not forming civs.
Further testing for me shows that my doubts were unfounded; the reactions exist for the dwarf species. It just stood out to me that it doesn't exist for hermit mode due to my favoritism for such and the fact I was playing hermit at the time I decided to try it.
If we're concerned about being a way to make the syndrome affect all the possible hermit races without making it an inordinately long list of affectable species perhaps changing the SYN_AFFECTED_CREATURE tags to instead a SYN_AFFECTED_CLASS tag that covers the playable fortress races would work.
I'm not sure how the reaction exists for the dwarf civ though. There isn't one in the raws, but maybe some DFhack trickery is involved so that it can be under the "wood" subsection on the craftsdwarfs. I wouldn't know how that all works though.
Even so, lacking any way to keep the pipeweeds from appearing, it probably should be available to all the fortress civs, even if it's only so that food stockpiles don't end up slowly, sneakily filling up with bags of sweet/deep galena leaves that are completely unusable because you're not the right race. Though given that apparently this reaction is being coded in somewhere I can't seem to find, I don't know how to fix it. Above fix definitely isn't actually workable, even if it looks about right as a reaction. Especially since when I tried it and permitted the reaction the masterwork launcher then overwrote the dwarf civ file and removed that line.
Okay the reaction was needed and I added it to the permitted reactions for human dwarf and hermit.
Here is the issue you ran into... you have to make raw edits with the launcher off... it protects the files from being changed, I've got an older version of the launcher code, but I'm just beginning to understand it... I can't make any serious changes to it, yet. It is very complex.
how it works is a reaction-trigger, in onMapLoad.init, when the reaction is completed to smoke some galena herb, it triggers the buff:
modtools/reaction-trigger -reactionName SMOKE_PIPE_SWEET -command [ modtools/add-syndrome -syndrome "smoking a nice pipe of sweet galena tobacco" -target \\WORKER_ID ]
modtools/reaction-trigger -reactionName SMOKE_PIPE_DEEP -command [ modtools/add-syndrome -syndrome "smoking a nice pipe of deep galena tobacco" -target \\WORKER_ID ]
which searches through all the available syndromes and adds the appropriate syndrome to the unit:
[SYNDROME]
[SYN_NAME:smoking a nice pipe of sweet galena tobacco]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CREATURE:ORC:ALL]
[SYN_AFFECTED_CREATURE:HUMAN:ALL]
[SYN_AFFECTED_CREATURE:ELF:ALL]
[SYN_AFFECTED_CREATURE:SUCCUBUS:ALL]
[SYN_AFFECTED_CREATURE:GOBLIN:ALL]
[SYN_AFFECTED_CREATURE:KOBOLD:ALL]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_FEEL_EMOTION:EMOTION:DELIGHT:SEV:1000:PROB:100:START:0:PEAK:0:END:12000:DWF_STRETCH:4]
which is in the plant definition! And thats how you smoke it up!
it should be functional in this update: additionally I need to update the entity hermit file all together... I missed it in the entity updates last month.
I'm packing 1.26 right now so here's the list of changes:
current work on 1.26
1. Updated DFHack to 43.05 r1
2. Updated TwbT to the latest version
3. Fixed to Guildhall transformations
4. Fixed a building menu title that had a hotkey set
5. Value fix to humans.
6. Updated the ZM5 creatures. - turned on in options... should have interesting effects, and really well written.
7. Fixed the earth strikes back - turned off in options.
8. updated the MMM creatures - turned partially on in options... many cool updates hopefully you will get to experience it.
9. update to spacefox graphics - thanks 3wire!
10. fixed/updated roses-init
11. cleaned up several errors and made sure magma/water wells and various other things are functioning.
12. fixed the smoke pipe reactions.
additional notes:
1. tested golems, couldn't get elves, dwarves, or human caravans to attack them... no issue.
2. goblins seen on several maps... no issue.
3. errors from the errorlog... needs a little work when I get the time, they aren't crashing so they aren't pressing.
4. alcohol names, duplicates. pushed to next pack.
5. Start looking at a way to create documentation from the raw scripts... pushed to next pack... I have some concepts.
6. Grim's historical arms... pushed to next pack.
7. Stal's armoury... pushed to next pack.
8. Entity reformat for Hermit entity file. pushed to next pack.