Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 77 78 [79] 80 81 ... 95

Author Topic: Civilization Forge 3.0  (Read 228730 times)

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1170 on: September 22, 2011, 09:40:20 pm »

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

Actually, it's an alloy of steel that contains Vanadium.
Logged
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

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1171 on: September 24, 2011, 12:25:45 am »

I can't seem to use bauxite or rock salt for their respective alchemical things in the alchemy lab.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1172 on: September 24, 2011, 11:13:39 am »

Huh. Ok, I'll test those out.
Logged
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

qqq122

  • Escaped Lunatic
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1173 on: September 24, 2011, 12:55:58 pm »

i cant find the Alchemy Workbench or the Jarmaker's Workshop or the Oil Press.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1174 on: September 24, 2011, 03:25:20 pm »

i cant find the Alchemy Workbench or the Jarmaker's Workshop or the Oil Press.

None of those are needed anymore.

You can make jars from stone, clay, or glass using the normal workshops. Same way you'd make pots or jugs.

The oil press capabilities came in Vanilla DF with the Screw Press, so you just that now. You can use Rock Nuts to make oil by milling it to paste and then pressing it. Same thing you'd do to make oil for soap. Tunnel tubes no longer give oil, but if you trade or find oil pods you can use them the same way you use rock nuts.
Logged
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

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1175 on: October 03, 2011, 10:57:24 am »

I can't seem to use bauxite or rock salt for their respective alchemical things in the alchemy lab.

They work fine for me. I wonder if there is a tag missing in the files you have. I'll make sure all the files are synced up properly with the next release.

On that note, I spend a good chunk of time this weekend testing and tweaking the mod. It's just about ready for full scale release, which I'm hoping to have out in the next day or two.

Any more bugs or issues with the test files?
Logged
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

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1176 on: October 09, 2011, 12:14:34 pm »

Nice mod, might give it a spin :)

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1177 on: October 09, 2011, 07:05:18 pm »

I can't seem to use bauxite or rock salt for their respective alchemical things in the alchemy lab.

They work fine for me. I wonder if there is a tag missing in the files you have. I'll make sure all the files are synced up properly with the next release.

On that note, I spend a good chunk of time this weekend testing and tweaking the mod. It's just about ready for full scale release, which I'm hoping to have out in the next day or two.

Any more bugs or issues with the test files?

Very possible, I had some issues installing it as I forgot a few things, then copied it from the non test version or something, so there might be a few mixed up raw files in there.

tigervx

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1178 on: December 12, 2011, 03:42:37 pm »

I'm bumping this thread since I'm going to be playing a game of Dwarf Fortress again, and despite looking through the mods forum, there are just no other mods that do the same thing that Civilization Forge does.

Is this mod still being worked on? It'd be a shame if it just kinda died out.

Also, on an unrelated note, is there any chance to lower the possibility of sieges and ambushes? Because when you're bordered by 6+ hostile races, thing spiral out of control real fast. It's still fun, but you will never receive another caravan again.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1179 on: December 12, 2011, 04:06:45 pm »

It's sort of been on hiatus as I've been working on other stuff. But it does occur to me that I never officially released the Library version, so I should do that soon.

As for dialing back the sieges...that's a little tougher to do. The game doesn't really give me a decent way to do that. However, as an easy fix you could just restrict yourself to 1 or 2 hostile races in a world gen. Say, Violet Xelics and Bugbears for one world and Chaos Dwarves and Sand Raiders for another. It's pretty easy to do, you just stick all of the entity files you don't want into a folder while you do the world gen and just bring them back out when you want them. Goblins are still in the default entity file with dwarves, humans, and elves, though, so you're kind of stuck with them unless you put in the effort to split them out.
Logged
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

Nice Save

  • Bay Watcher
  • Suddenly:
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1180 on: December 13, 2011, 04:19:22 am »

Also, on an unrelated note, is there any chance to lower the possibility of sieges and ambushes? Because when you're bordered by 6+ hostile races, thing spiral out of control real fast. It's still fun, but you will never receive another caravan again.

I went into the entity files and changed the active seasons of all hostile races to summer, and non-hostile races to all other months. That way you can have both worlds, at least in theory.

Kon

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1181 on: December 26, 2011, 01:34:29 pm »

I'm getting a crash every time the vamarian caravan shows up. I'm playing version 2.42. Anyone else have this problem?
Logged
I can explain it to you, but I can't understand it for you.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1182 on: December 26, 2011, 01:43:09 pm »

I'm getting a crash every time the vamarian caravan shows up. I'm playing version 2.42. Anyone else have this problem?

Hmm. I haven't seen that, but it could be related to a creature. Might be fixed in the newest version, since I did muck with some of the creatures.

In related news, I'm running some final tests to work out a few bugs I found. I plan on releasing the Library edition this week so people can play with that for a bit. I know Toady will have out a new version of DF in the next few months, but this should tide people over for a bit.
Logged
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

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1183 on: January 12, 2012, 10:14:38 pm »

Sorry about the delay on this, folks, I've been getting a crash on my latest test fort and haven't been able to pin down what it is.
Logged
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

Nice Save

  • Bay Watcher
  • Suddenly:
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1184 on: January 14, 2012, 02:11:03 am »

I'm getting a crash every time the vamarian caravan shows up. I'm playing version 2.42. Anyone else have this problem?

If you make a back door for your traders so there's only one place on the edge of the map that's depot accessible, sometimes two caravans will try to spawn on the same square and crash the game.
Pages: 1 ... 77 78 [79] 80 81 ... 95