Why would armorer disabled cause crafting to be disabled?
Nevertheless, adding back all the crafting jobs, or ensuring they're all there, should be doable; I wonder if Toady will change that. It seems like a limitation that removing one job removes the whole process tree. Maybe jobs should have their own files, and job trees should get files, as well, making this sort of issue vanish.
Meanwhile, I'll add stonecrafting, etc until I get crafting, and other such jobs until I have what I want. Thanks!
http://df.magmawiki.com/index.php/SkillsIf you look in the skill section, you'll see what consitutes as a family; all within each box. So if you disable something in the Woodworker department (like bowyer) the other 2 skills (carpenter and woodcutter) will be disabled. What I'm getting at here is that disabling armorer will only disable the metalsmithing jobs (furnace operator, metal crafter, blacksmith and weapon smith). The Crafting family should be unaffected, as every job in that family is disabled. And testing shows that they're there.
In other words, I'm not sure why your skills aren't working as they should, but I can confidently say it's not because armorer is disabled (and in the recent version, all 5 skills in the metalsmithing jobs are removed, but all jobs everyone else are in place.)
I've just read through all previous Kobold Camp stuff, and have noticed there's a horrible lack of artwork recently...Oh, how I wish I was an artist.
But, the development here is second to none. I've not done any detailed tests, but everything checks out okay. Fortress mode is certainly playable... Double aquifer keeping me well away from the bed rock though, so I figured it best to save the landscape butchering to my mega wooden building projects. *tee hee*
Those aquifers have been real common in 2010.. last couple versions though haven't been as big of a problem (though very small island still seems to be 80% aquifer.) The bedrocks generally supposed to be unmineable anyhow though so I haven't paid it much mind; it's only a pain if you would otherwise get lucky with a chert/shale ground, or a gold vein or such precious mineral that's left mineable.
This does remind me that I kinda wish there was a way to make trees grow back faster; as your little land zone tends to run out quite quickly when you build with wood. It'll probably be a long time before Toady implements such things as sending out lumber parties. I'm toying with the idea of making a reaction for processed wood; essentially giving you 2 logs for one. I don't know/remember how I'd make it so that processed wood can't be used for the reaction though, otherwise it'd be infinite wood.
Speaking of ideas I'm unsure about, not sure if I care to have kobolds have an actual language. Feels kinda weird. Doesn't help that the names tend to be -really- long, even longer than the utterances tended to be. Although I liked the idea of them being able to actually have a language, the way it plays out seems to make it feel a bit more distant from its roots than I hoped, so I may take it out next version (still leaving in the kobold.txt file though to make it easy to add back in if people please.) Maybe I've just been feeling nostalgia over the simpler days of 40d, when KC was a barely-operational project. Back when neither the kobolds OR myself knew what we were doing.
I can't believe I lost the actual save to this fort, I could've gotten a much better screenshot than the aftermath.
This was, if you couldn't figure, back in the 40d days, and I tended to have rather advanced kobolds back then.