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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


Pages: 1 ... 85 86 [87] 88 89 ... 95

Author Topic: Civilization Forge 3.0  (Read 227903 times)

Beenoc

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Re: Civilization Forge 2.70
« Reply #1290 on: November 11, 2012, 12:09:37 pm »

On another note, both strange moods I've gotten have been shields made from the remains of my fallen enemies. âst Sut, The Furs of Bleeding, a chaos dwarf bone tower shield, and Fikukzamoth, Fieldvenom, a violet xelic chitin kite shield. This is win.
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This is a dwarf. It is decorated with dwarfiness and menaces with spikes of Brit. Engraved on the dwarf is an image of a dwarf digging a hole. This relates to the digging of a hole by Honeydew the dwarf in 2011.

I was the deceased vessel through which dark magick was done and Necrothreat III was created from the ruins of my old forum posts: http://www.bay12forums.com/smf/index.php?topic=118805.0

Mephansteras

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Re: Civilization Forge 2.70
« Reply #1291 on: November 11, 2012, 06:17:12 pm »

You could make grime to evaporate at room temperature.

Huh. Now why didn't I think of that?
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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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Protesilaus

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Re: Civilization Forge 2.70
« Reply #1292 on: November 15, 2012, 08:35:58 pm »

Would setting the chance of creating grime to 0 prevent my dwarves from gaining the skill when using the machine?
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Putnam

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Re: Civilization Forge 2.70
« Reply #1293 on: November 15, 2012, 08:44:11 pm »

Would setting the chance of creating grime to 0 prevent my dwarves from gaining the skill when using the machine?

Making the grime is what gives the skill.

Zucchini

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Re: Civilization Forge 2.70
« Reply #1294 on: November 15, 2012, 09:28:54 pm »

Would the grime-that-evaporates make sense renamed sweat?
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Putnam

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Re: Civilization Forge 2.70
« Reply #1295 on: November 15, 2012, 09:30:20 pm »

It did with Dwarf Chocolate.

thistleknot

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Re: Civilization Forge 2.70
« Reply #1296 on: December 27, 2012, 10:25:12 am »

Meph:
Have you considered using either Modest Mod or Accelerated Mod as a basis for a v34.11 version (I believe your mod still doesn't have minecarts :( )

Mephansteras

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Re: Civilization Forge 2.70
« Reply #1297 on: December 27, 2012, 12:51:10 pm »

Meph:
Have you considered using either Modest Mod or Accelerated Mod as a basis for a v34.11 version (I believe your mod still doesn't have minecarts :( )

Huh? Minecarts work just fine. Nothing in my mod touches them, but I'm not aware of any issues with them.
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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

thistleknot

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Re: Civilization Forge 2.70
« Reply #1298 on: December 27, 2012, 01:20:33 pm »

my bad. i thought minecarts were not working

thistleknot

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Re: Civilization Forge 2.70
« Reply #1299 on: April 09, 2013, 08:40:20 pm »

since it's been a while, have you considered using accelerated mod ([url+http://www.bay12forums.com/smf/index.php?topic=117954.msg3963237#msg3963237]and jimmy's fixes on the accelerated mod thread[/url]) to increase the fps of your mod?

Honestly, I love your mod.  I don't care for the extra learning curve of masterwork, I added some stuff into vanilla that I'd rather add into yours, but Meph (mw) brough some fps increases into the game that might be of use.

By the way, there's a lack of leather gloves as well as some yarn bugs (as detailed in my mod) that could be incorporated.

Major Monocle

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Re: Civilization Forge 2.70
« Reply #1300 on: April 19, 2013, 02:13:58 pm »

*raises hand tentatively* is this for adv. mode too?
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Mephansteras

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Re: Civilization Forge 2.70
« Reply #1301 on: April 19, 2013, 02:28:13 pm »

Most of the changes effect Adventure Mode as well as Fortress Mode, but it hasn't been specifically tailored for Adventure mode in any way.

We'll see, I may do more with it after the next release and non-human sites actually get to show up again.
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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

thistleknot

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Re: Civilization Forge 2.70
« Reply #1302 on: April 21, 2013, 09:22:44 pm »

I did it.

I wanted to redo the merge of accelerated mod and civilization forge from scratch WITHOUT mod manager since it screwed up a bunch of stuff...

so here it is, hopefully you like meph

http://dffd.wimbli.com/file.php?id=7595
« Last Edit: April 24, 2013, 01:03:00 pm by thistleknot »
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Dakkan

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Re: Civilization Forge 2.70
« Reply #1303 on: April 24, 2013, 12:17:17 pm »

This mod is great. I'm bad on a DF kick again, and as usual I'm turning to your mod to spice up the world a bit! But I do have a question. I've been piddling more with the books and library this time around and built the Hall of Knowledge, but am actually unsure what it does. I'm making candles and having my Strand extractor (Novice) study there, but nothing appears to be happening. His skill is still marked rusty as well, so I've crossed that off the list of possibilities as well.

Some day, when DF is more liquid friendly... my moat will be mercury. Thank you for such an opportunity.
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Mephansteras

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Re: Civilization Forge 2.70
« Reply #1304 on: April 24, 2013, 12:40:31 pm »

Hmm...his skill should be going up. I've tested it plenty of times with other skills (especially the medical skills), so it should work ok. I'll have to check the strand extraction bit to make sure that's effecting the right skill.
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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
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