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Poll

How should libraries be set up

Single Giant library workroom. Takes a bit of set-up but once done is done.
- 90 (40%)
Specific Library sections. Books are in the library and the menu is managable.
- 111 (49.3%)
Generic library sections with free floating books. Messy, but flexible.
- 19 (8.4%)
Other: Describe (keep in mind the limits of modding)
- 5 (2.2%)

Total Members Voted: 224


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Author Topic: Civilization Forge 3.0  (Read 228007 times)

Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1155 on: September 04, 2011, 11:25:45 pm »

Anyone had a chance to play around with it yet?

Feedback?
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Pan

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1156 on: September 05, 2011, 06:26:47 am »

Can you list the highlights of this mod? I loved this mod back in 40d, but I see there's lots of changes, and it used to be mostly a content mod. Now it's clearly gone beyond that  :)
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Roses

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1157 on: September 05, 2011, 02:12:16 pm »

Anyone had a chance to play around with it yet?

Feedback?

I've had a bit of a chance. Haven't noticed any bugs yet, and I like the amount of materials it takes to build and use the libraries, makes it seem like actual work to get your skills up. I role play a bit and only let people with high skills write the books.
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Seriyu

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1158 on: September 05, 2011, 07:30:28 pm »

There seems to be two identical striker skills in the embark screen. Raising one will raise the other too so it doesn't really affect anything so far as I know but it does look wierd.

Stronghammer

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1159 on: September 05, 2011, 08:37:51 pm »

Hey I noticed a few things. First parchment and paper dont stockpile anywhere. Second I have noticed a typo when you hit enter on make parchment reaction when it is unavailable parchment is listed with two p's. A third thing i noticed was that i had four hooves and made them into glue, i then made a single ink, however afterwords i had no glue. Does any of the things i did use more then one glue, as i should still have three glue.  Anyways this is what i have found so far, I dont know if is just me. Thanks
« Last Edit: September 05, 2011, 08:41:55 pm by Stronghammer »
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1160 on: September 06, 2011, 11:13:22 am »

@Pan: Most of what was in the 40d version has been ported over, with the exception of the Stone Guardians. Who may show up again with the next version of DF. As for new stuff, I now have a detailed ironworking section, an in-depth Alchemy system, and am currently working on a library/training system.

@Seriyu: Odd. I'll have to look at that.

@Stronghammer: The no-stockpiling issue I've noticed. I may try sticking them into boxes as part of the creation process. Hopefully then the boxes would at least get stockpiled.

  The typo I didn't know about. I'll see about getting that fixed.

  The hooves/glue issue is a standard bug in DF. An entire stack gets used up in a reaction, instead of just a single item. Unfortunately, there's nothing I can do about that. Although I suppose it's a bit more realistic in this case, since you get a single glue from an entire hide, you probably shouldn't get that much from just 1 hoof.


Thanks for the feedback, guys! Let me know what else you run across.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Sol Invictus

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1161 on: September 06, 2011, 12:26:28 pm »

Mephansteras,
a possible solution to for the stockpile issue can be found in the "DF Synthetics - plastics industry mod v 0.31" created by Reelyanoob.
http://www.bay12forums.com/smf/index.php?topic=84471

I am not a modder but I modified the Civilization Forge RAW to replicate the structures of DF Synthetics.
Those changes allow me to store the alchemy products in a stockpiles. The powders are going together with milled plants and the "liquids" under Plant extract.
Probably this is not the best solution but it is working...At least for me, this is better than nothing.
In addition to the storage in stockpile I can now purchase the alchemy products during the embark (not much useful considering the cost) and probably they can also be requested to outpost liaison.
I did not yet have any time to test the reactions but I am confident they will work.
If you are interested i can post the modified RAW files
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1162 on: September 06, 2011, 12:35:20 pm »

The Alchemy supplies should all show up in stockpiles already. And powders can already be traded for/requested from the liaison. Although if you have a way to trade for the liquids that could be useful.

The stockpile issue we're currently dealing with is paper/parchment for the new libraries. For some reason the game isn't recognizing them as a stockpile-able item. Probably because they're tools with an unusual material.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1163 on: September 12, 2011, 01:10:09 pm »

Any more reports from the test version?

Unfortunately I've been too busy to do much testing of it lately. And probably won't really have much time until next week.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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darthbob88

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1164 on: September 13, 2011, 09:07:55 pm »

One small problem; both the Crystal Furnace and the Magma Crystal Furnace have the hotkey "R". The Crystal Furnace proper should probably have the hotkey "r", yes? Also, for some reason sugar beetle, cave crab, and giant ant eggs are not usable in cooking.
« Last Edit: September 13, 2011, 11:15:12 pm by darthbob88 »
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Anathema

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1165 on: September 14, 2011, 08:49:47 am »

Would you want to eat a beetle egg?

I know, I know, given some of the other things dwarves can eat, I guess that should be allowable too. Still..
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1166 on: September 14, 2011, 09:34:39 am »

Odd. I'll check into it.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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darthbob88

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1167 on: September 22, 2011, 01:08:04 pm »

Been playing it a bit more and I have to say, I am very pleased at just how "import-friendly" the alchemy and ironworks additions are; there is nothing, possibly barring truesilver, that I have to mine out or grow inside my fortress, all the raw materials can be imported. Even the gems I need to make the elixirs can be imported if I really want to.
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1168 on: September 22, 2011, 01:13:11 pm »

Glad to hear that's all working well for you! With how limited the range of minerals/gems is at sites now I wanted to make sure that alchemy was viable via trade as much as possible.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Gizogin

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1169 on: September 22, 2011, 08:45:38 pm »

So, 'crucible steel' is harder than steel and comes from ilmenite?  It's titanium.
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