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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 228136 times)

Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #930 on: April 09, 2011, 11:25:03 am »

Yes, Land Striders are supposed to be larger than Elephants. They're basically Wagon replacements, since wagons are busted and the idea of a horse bringing in 3000 lbs of goods on its back was a bit ridiculous.

I do need to fix Elephants and Land Striders to not eat quite so much, though. At least until Toady gets that issue fixed.
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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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volnrok

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #931 on: April 09, 2011, 08:47:31 pm »

Just making sure.

For now I'll just go into the raws and arbitrarily increase their GRAZER amount.
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jaxy15

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #932 on: April 10, 2011, 01:35:54 pm »

Oh god, why did you never tell anyone that land striders can be dangerous?
My carpenter died because one got pissed.
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Kon

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Re: Civilization Forge 2.4 - DF31.21 update released!
« Reply #933 on: April 10, 2011, 08:07:52 pm »

@Umbreon: No, they should show up just fine. Double-check your entity_default file in the raws. You should see all of the custom workshops show up there in the dwarven entry. Also check your error log to see if it's complaining about missing stuff.
Turns out the "entity_default" raw didn't extract itself. Did it manually and it works fine, thanks! :D

I had the same problem, more or less. "entity_default" did not overwrite the vanilla "entity_default." I copied it over manually, and it worked. However, the following is missing from the Civ Forge "entity_default":

   [PERMITTED_BUILDING:ALCHEMY_WORKBENCH]
   [PERMITTED_BUILDING:JARMAKERS]
   [PERMITTED_BUILDING:JARMAKERS_MAGMA]
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Mephansteras

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Re: Civilization Forge 2.4 - DF31.21 update released!
« Reply #934 on: April 10, 2011, 11:15:18 pm »

@Umbreon: No, they should show up just fine. Double-check your entity_default file in the raws. You should see all of the custom workshops show up there in the dwarven entry. Also check your error log to see if it's complaining about missing stuff.
Turns out the "entity_default" raw didn't extract itself. Did it manually and it works fine, thanks! :D

I had the same problem, more or less. "entity_default" did not overwrite the vanilla "entity_default." I copied it over manually, and it worked. However, the following is missing from the Civ Forge "entity_default":

   [PERMITTED_BUILDING:ALCHEMY_WORKBENCH]
   [PERMITTED_BUILDING:JARMAKERS]
   [PERMITTED_BUILDING:JARMAKERS_MAGMA]

You shouldn't need any of those any more. Is there a lingering reference to them somewhere?
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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

volnrok

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #935 on: April 11, 2011, 09:12:20 pm »

Is there a lingering reference to them [Alchemy Workbench, Jarmaker's] somewhere?

Yes, in the file "building_alchemy_cf.txt". I didn't find mention to these buildings in any of the civilization raws, so I think you're good there. "Alchemy Basics.txt" also refers to alchemical transport tubes, a workaround which I believe is no longer used in Civ Forge alchemy.
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #936 on: April 11, 2011, 09:18:45 pm »

Ah. Those are still in there for debugging purposes. As long as no one is trying to build them or use them in the entity files it's fine.

Thought I got all the references for Transport tubes out of the Alchemy Basics file, though. I'll have to fix 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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"Let us maintain our chill composure." - Toady One

ojd

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #937 on: April 11, 2011, 09:41:37 pm »

I just tried to make Tempered Crystal and found a problem.  When creating Ikal Nabid it used the same jar that had crystal seed in it.  I forbid that jar and tried again, and it used a new jar but only 1.  That jar had 5 Ikal Nabid in it, instead of 5 separate jars.  The tempering chamber acts as if I don't have the raw materials.  Any Ideas?
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #938 on: April 11, 2011, 11:21:45 pm »

Hmm. Odd that it acts like you don't have the materials. It usually sticks 5 in the same jar, but the reaction always worked fine for me. I'll run a few tests and see if I can figure out what might be causing the problem.
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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

Kon

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Re: Civilization Forge 2.4 - DF31.21 update released!
« Reply #939 on: April 12, 2011, 10:22:40 am »

@Umbreon: No, they should show up just fine. Double-check your entity_default file in the raws. You should see all of the custom workshops show up there in the dwarven entry. Also check your error log to see if it's complaining about missing stuff.
Turns out the "entity_default" raw didn't extract itself. Did it manually and it works fine, thanks! :D

I had the same problem, more or less. "entity_default" did not overwrite the vanilla "entity_default." I copied it over manually, and it worked. However, the following is missing from the Civ Forge "entity_default":

   [PERMITTED_BUILDING:ALCHEMY_WORKBENCH]
   [PERMITTED_BUILDING:JARMAKERS]
   [PERMITTED_BUILDING:JARMAKERS_MAGMA]

You shouldn't need any of those any more. Is there a lingering reference to them somewhere?

They are still referenced in one of the txt files. After building a  JARMAKERS_MAGMA and seeing it didn't work, I figured I didn't need it. Sorry for the confusion. Are jars no longer needed at all? I made a few clay and glass jars in case I do. Getting Alchemy up and running has been a bit of a pain due to a shortage of ingredients. Been trying to get the dwarf caravan to bring some of them. Main goal is to convert my True Silver to Mithril.
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #940 on: April 12, 2011, 11:19:17 am »

You do need jars, but since they're craftable at the normal workshops now you don't need the jarmaker's workshop anymore.

Most of the basic ingredients can be ordered as either stones or powders. Powder is better, since it weighs a lot less, but some stuff has to be ordered in boulder form.
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jomen

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #941 on: April 14, 2011, 11:50:33 am »

Hi ,

I will try to explain my case as english is not my mother tongue.

So

I try to play Civforge with an other mod : Flora and Fauna fort 31.25 et the Cuisine Mod which add more meal type.

The game works , but i can't play Dwarf civ when i launch the Fortress mod. I have Elves instead. What could i do to play dwarves again ? Or it's not possible to merge other mods with civforge and play dwarves ?
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #942 on: April 14, 2011, 12:50:04 pm »

That means there is a duplicate entry in the raws somewhere. Check the error file, it should tell you what the duplicate is.

Then you just need to go into the raws and add something like _2 to the end of the name.

So, for example, if you had two entries for [CREATURE:BIRD_RAVEN] you'd need to either delete one of the entries or rename one of them to [CREATURE:BIRD_RAVEN_2]. That will make the game work, although you'd have two versions of ravens flying around.
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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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"Let us maintain our chill composure." - Toady One

jomen

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #943 on: April 14, 2011, 01:19:31 pm »

thank you very much ! i will try this
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InsanityPrelude

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #944 on: April 15, 2011, 01:17:49 am »

I just noticed that the various alchemical powders are getting dumped on the floor when made, cluttering the workshop. I haven't touched the reactions so I'm not sure what's going on there.
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Forget down stairs, make an up stair
And then what?  Mine the sky? . . .  Actually, that'd be awesome.
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