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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 228031 times)

Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1140 on: August 30, 2011, 03:57:54 pm »

Via the internet: The suffix "ite" is derived from the Greek word lithos (from its adjectival form -ites), meaning rock or stone. While the vast majority of mineral names end in "ite," some have the suffixes "ine" or "ide."
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UristMcHuman

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1141 on: August 30, 2011, 04:00:25 pm »

Via the internet: The suffix "ite" is derived from the Greek word lithos (from its adjectival form -ites), meaning rock or stone. While the vast majority of mineral names end in "ite," some have the suffixes "ine" or "ide."
OK. I get it now.
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1142 on: August 30, 2011, 04:11:18 pm »

I swear I've learned more about stone and metals playing/modding dwarf fortress then I ever did going through geology in high school and college. :)
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Shurhaian

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1143 on: August 30, 2011, 04:26:41 pm »

For a vanilla example, there's cobaltite.
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1144 on: August 30, 2011, 04:29:59 pm »

For a vanilla example, there's cobaltite.

That's an odd example, though, since cobaltite uses the same boulder tile as ores. It, and cinnabar, have always felt like Toady intends to do something with them someday beyond being interesting colored stones.
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Shurhaian

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1145 on: August 30, 2011, 04:33:31 pm »

That I will grant you.

But there's also granite (admittedly not pronounced the same), rhyolite, and diorite, as further examples of unexceptional stone ending in -ite.
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UristMcHuman

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1146 on: August 30, 2011, 04:50:08 pm »

For a vanilla example, there's cobaltite.

That's an odd example, though, since cobaltite uses the same boulder tile as ores. It, and cinnabar, have always felt like Toady intends to do something with them someday beyond being interesting colored stones.
I myself have made Cobaltite an ore of nickel with a 10% chance to give an iron bar, too.
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Shurhaian

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1147 on: August 30, 2011, 06:16:28 pm »

You may have done, but Toady certainly won't; cobaltite contains cobalt, arsenic, and sulfur. If Toady ever intends to put in cobalt, though, cobaltite would be the obvious ore for it.
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1148 on: August 30, 2011, 06:21:09 pm »

Well, cobaltite does contain about 10% iron according to Wikipedia, as well as some percentage of nickle, so he's not being unreasonable about that. Not sure how easy it is to get those metals out of it, since it got its name for being an obvious ore that medieval smelters couldn't melt down.

Now, that's not to say dwarves shouldn't be able to get cobalt out of it, but it does make it reasonable that cobalt wouldn't be a regular metal for most of the world.

I, of course, decided to go a different direction with it and used it in Night and Void Crystal.
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Shurhaian

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1149 on: August 30, 2011, 06:28:01 pm »

Contains them, yes; but with up to 10% iron and, by the wording, possibly less nickel, it'd be a very inefficient ore. If it were found in large quantities and one had access to magma I suppose it could be used as a backup ore (20% iron, 15% nickel? Smelting is already more efficient than in the real world AFAIK), but at the same time it'd make sense to have it also yield a substance that boils at room temperature and causes some unpleasant syndromes.
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1150 on: August 31, 2011, 04:09:14 pm »

Ok, I think we're up to a point where you guys can play around with the test version if you want.

It's not quite done yet. I still have to add library aspects to the other civs, and there are still some minor issues with creatures that I need to clean up. But for the most part it's functional.

Important things to know:

There is both a large single library (The Hall of Knowledge) and Library Sections. The Hall of Knowledge takes 1 book of each type. The library sections need 5 books of the same type. So, a Medical library will need 5 Medical Manuscripts.

Studying in a library takes 2 candles. These can be made of Wax or Tallow. There is a 50% chance that you will get a usable Glob of wax or Tallow back from each candle (depending on what the candle was, of course).

Books require Ink, Leather, Glue, and Paper/Parchment/Papyrus to make. Glue is gotten by rendering down hides or hooves from animals. Ink is made from Ash and Glue. (Actually, there is another recipe for ink but it requires Acacia to work).

The hides from different animals can now be better for use as armor. Cow leather is pretty decent, and Rhinoceros leather is pretty damn good. Apparently during the bronze age in china they mostly used Rhino leather for armor.

You can also use scaled hides now. There are also some new creatures in the world that have good hides. Various Drakes, Ironhide Centipedes, and Boulder Bugs are all pretty good. Well, for leather armor anyway.

Have fun with it and let me know what bugs you run into. I hope to have the actual release cleaned up and out in a week or so. I'm at the point where most of my testing needs to be long term forts, so it takes a while.
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Fallen Flame

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1151 on: August 31, 2011, 04:55:16 pm »

Do you know off the top of your head which files have had the modifications added to them?
I really like the sounds of some of these new additions that you have made, but I don't want to lose the modifications I have made.
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1152 on: August 31, 2011, 05:01:45 pm »

Most of the Library stuff is in new files. There were some changes to the material templates file that effects it. Otherwise, I know entity default got changed as well as a bunch of the creature files.

Depending on how you extract the files from the zip you might be able to see when I changed them. Pretty much everything after the 12th of august was changed for this version.
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Fallen Flame

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1153 on: August 31, 2011, 05:04:54 pm »

Well I think I managed to copy most of the new changes, as long as none of the previous files were changed (other than entity_default) then I should be good to go, I'll run it and see what happens error wise.

If there's a lot I may try to migrate my changes into your version.
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1154 on: August 31, 2011, 05:09:28 pm »

This is a test version anyway, so having a separate install of DF just for it might be wise in any case.
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