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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 228211 times)

Niveras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #630 on: August 13, 2010, 12:41:05 pm »

Oops, never mind. I should update to 2.23.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #631 on: August 13, 2010, 12:42:35 pm »

They shouldn't need any of the magma specific reactions anymore, since I moved both buildings into the main reaction.
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Shurhaian

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #632 on: August 14, 2010, 02:47:58 pm »

Just as a note - long-standing text error here: "verdent crystal grass" really should be "verdant". It's managed to slip through editing passes for a while.

Of more concern: Maybe I just missed this, but - is flint supposed to be not useable for building? I took some along with me at embark and they won't build with it, yet I can't find it in the stones menu.
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kilakan

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #633 on: August 14, 2010, 03:25:25 pm »

it's probably missing the [IS_STONE] tag under it's data in the raws, look to see if it has it, if not add it and you can build with it.
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Shurhaian

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #634 on: August 14, 2010, 05:20:04 pm »

Mmmm... nope:

Spoiler (click to show/hide)

It is missing a MATERIAL_VALUE, but I think that just means it defaults to 1, thus not an error. Seems to be the case with stock stones that don't have increased value.
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Niveras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #635 on: August 14, 2010, 07:22:13 pm »

Flint has the same problems as Obsidian does in vanilla. The MAX_EDGE tag, for some reason, prevents it from being listed in the economic stone menu unless it exists as a layer stone - at least in Obsidian's case. Since Flint can't be a layer stone that's not exactly a possibility in its case.

As a workaround, you can save your fort, remove the MAX_EDGE tag, load the fort, enable Flint, save the fort, and add the MAX_EDGE tag again. That's assuming you even care to use it in stone swords, can just leave it off otherwise.
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Shurhaian

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #636 on: August 15, 2010, 01:52:49 pm »

Ah, okay. Good to know - I gave up on that fort in favour of one that was a bit more forgiving(a 30-tall magma pump stack instead of 130, among other things), but definitely good to know about that little quirk.

Speaking of magma - I searched and found mention that it was unclear which boundary tiles would permit a blast furnace to be magma-fired. Has there been any new development on that front? I can try to slice across it vertically, one tile away from center, and hope that I can get the necessary tile while staying under the impassable tiles(trying to avoid accidental tumbles into magma), but if I can work with a little more precision, it'd certainly be welcome.

ADDENDUM: Seems I've answered that for myself, at least partially. When making a magma blast furnace, the second tile from the left and second from the top(that is, if the top left corner is (0,0), tile (1,1)) is the "anchor" tile, the tile that must be built on solid ground rather than over open space. I would gather that it's the same for other larger-than-normal workshops. At any rate, I have the top middle(2,0) and bottom middle(2,4) tiles dug out, and the blast furnace works; my guess is that the top one is responsible - that any of the eight tiles surrounding (1,1) would work. (2,0) happens to be one of those which is impassable on the finished workshop, which is a handy place to put the channel.
« Last Edit: August 15, 2010, 06:34:55 pm by Shurhaian »
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Niveras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #637 on: August 15, 2010, 10:06:04 pm »

I just dug out wherever under the new magma furnaces. I don't think it matters where the magma sits as long as it's not under where the dwarf works. That's true for vanilla smelters and forges too.
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Shurhaian

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #638 on: August 16, 2010, 06:06:40 am »

With vanilla smelters and forges, you can't place them if the tile where the dwarf sits is dug out, because that's the tile that needs to be on solid ground. :)

Good to know the furnaces are forgiving, though.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #639 on: August 16, 2010, 12:23:36 pm »

Yeah, I didn't have any real problems placing any of the magma furnaces when I tested them out.

I was a groomsman in a friend's wedding this weekend, so I didn't have any time to play. So I'm still testing stuff out for 2.30.

Any more comments from those of you who've been trying out the test files?
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Shurhaian

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #640 on: August 16, 2010, 12:32:19 pm »

Would it be readily possible to extend the crystal glass furnace to make more types of furniture? Notwithstanding what's been said about the limited supply of rock crystal, it might be nice to have e.g. coffins made from crystal glass. At least for the special people.

I can understand not having crafts, instruments, and toys(because those normally have variable elements), but for most furniture, the only thing that could potentially be missing is the quality modifier, and in certain special cases I'm willing to do without that - if I'm making a home or tomb for a dwarf that's been particularly awesome but doesn't demand such accommodations outright, having the quality mod be nil can actually be beneficial(as nobles who DO want such accommodations don't whine about this person's awesome stuff). This will be moot if glass is working again before most nobles are, but still...
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InsanityPrelude

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #641 on: August 16, 2010, 01:10:46 pm »

Once you have the raw crystal made, I'd bet you can use the normal furnace. I haven't tried, though, so don't take my word for it.
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Shurhaian

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #642 on: August 16, 2010, 01:26:54 pm »

Nnnnnnnnope. As with all types of glass, crystal glass furnaces are supposed to make the item directly. They don't use raw glass as a reagent to make blocks, toys, furniture, or anything - they use the same material you would use to make raw glass, in this case pearlash and a glassable gem(rock crystal), the latter of which is currently broken.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #643 on: August 16, 2010, 02:05:51 pm »

Sure, it's easy enough to add in. I just didn't initially because it was extra work and I didn't know what people would want.
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Shurhaian

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #644 on: August 16, 2010, 03:48:42 pm »

I'm curious, now - has the issue with finding reagents in containers been addressed yet? Being able to use glass vials would make alchemy feel somewhat less clunky(and allow for them to be stored separate from toys, always a plus). I thought I'd seen a mod that used such a reaction,  but I don't know if it was tested in-game...
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