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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431936 times)

Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3105 on: June 17, 2011, 05:58:04 am »

I have a problem could someone help me?
my poisoneus cat is not infecting others!
here are the raws.
Spoiler (click to show/hide)

It's because you copied my syndrome post word for word, however, I'll fix that for you.

Spoiler (click to show/hide)

See if that works.
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Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3106 on: June 17, 2011, 06:01:16 am »

I'm back.
Is there a way to make death by syndrome faster?
I'm making a terrorist megabeast, just a regular human with undirected dust that causes instant necrosis.
It works fine, but the necrosis happens a little too late.

See if setting the colored amounts to godhax levels work.

[CE_NECROSIS:SEV:3000:PROB:100:START:0:PEAK:1:END:50]
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ArKFallen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3107 on: June 17, 2011, 09:33:21 am »

I'm back.
Is there a way to make death by syndrome faster?
I'm making a terrorist megabeast, just a regular human with undirected dust that causes instant necrosis.
It works fine, but the necrosis happens a little too late.

See if setting the colored amounts to godhax levels work.

[CE_NECROSIS:SEV:3000:PROB:100:START:0:PEAK:1:END:50]
If that's not enough add bleeding. Possibly from the heart.
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Hm, have you considered murder?  It's either that or letting it go.
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Raptor_a22

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3108 on: June 18, 2011, 12:29:45 am »

I'm making a mod, but I need to know is this will work:

Spoiler (click to show/hide)

How does shearing and yarn work if the matertial is metal?
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Raptor's CivMod, Mithril and Dark Elves and Alchemy, oh my!
Quote
Dwarf Fortress: The only game where severe necrosis leading to exploding limbs is "awesome."

Dbuhos

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3109 on: June 18, 2011, 12:57:55 am »

Umm, hi.
I'd like to know if it's possible to make a certain part (tail in this case) out of a different material than the others.(like steel/iron/etc)
If yes how can I do it ?

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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3110 on: June 18, 2011, 10:17:39 am »

Umm, hi. I'd like to know if it's possible to make a certain part (tail in this case) out of a different material than the others.(like steel/iron/etc) If yes how can I do it ?
Hello, mountainwalker.
Using what Bronze Colossus has, in the creature define a new tissue:
   [TISSUE:MYBRONZE]
      [TISSUE_NAME:mybronze:mybronze]
      [TISSUE_MATERIAL:INORGANIC:BRONZE]
      [MUSCULAR][FUNCTIONAL][STRUCTURAL]
      [RELATIVE_THICKNESS:1][CONNECTS]
      [TISSUE_SHAPE:LAYER]
then assign the new tissue:
   [TISSUE_LAYER:BY_CATEGORY:ALL:MYBRONZE] <-- replace ALL with TAIL category.
If unsure what categories to use, you'll find plenty of examples when "search for string in folders" for BY_CATEGORY.

If your text editor doesn't have "find string in 1000 text files", then... try Crimson Editor 3.70 (old freeware but works well) http://download.cnet.com/Crimson-Editor/3000-2352_4-10031858.html
Or "Notepad++" editor http://en.wikipedia.org/wiki/Notepad%2B%2B
« Last Edit: June 18, 2011, 10:25:15 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Raptor_a22

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3111 on: June 19, 2011, 04:27:06 am »

I've made a material you can 'imbue' with different substances at an alchemists workshop.
I'll use Gnomeblight here as an example:

Spoiler (click to show/hide)

Darksteel is a copy of the generic metal template, but slightly higher quality.
The syndrome dosent seem to take effect though, and I have no idea why. Can anyone help me?
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Raptor's CivMod, Mithril and Dark Elves and Alchemy, oh my!
Quote
Dwarf Fortress: The only game where severe necrosis leading to exploding limbs is "awesome."

Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3112 on: June 19, 2011, 09:36:46 am »

I've made a material you can 'imbue' with different substances at an alchemists workshop.
I'll use Gnomeblight here as an example:

Spoiler (click to show/hide)

Darksteel is a copy of the generic metal template, but slightly higher quality.
The syndrome dosent seem to take effect though, and I have no idea why. Can anyone help me?
I'm not terribly familiar with syndromes, but it seems this thread might be worth a read for you: http://www.bay12forums.com/smf/index.php?topic=69205.msg1671749#msg1671749
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Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3113 on: June 19, 2011, 01:13:32 pm »

I've made a material you can 'imbue' with different substances at an alchemists workshop.
I'll use Gnomeblight here as an example:

Spoiler (click to show/hide)

Darksteel is a copy of the generic metal template, but slightly higher quality.
The syndrome dosent seem to take effect though, and I have no idea why. Can anyone help me?

IIRC, the syndromes only work if the material is either liquid and contact, or gaseous and inhalable. That's kinda sad really, since we could've had enchantments if that worked.
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Raptor_a22

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3114 on: June 20, 2011, 02:19:45 am »

Thanks Kweri and New Guy.
Looks like I'll have to change how its going to be used, but I can keep the general idea the same.

Another question: How do I use extracts (Gnomeblight, CGS venom, fire snake 'liquid fire' etc.) in a reaction?
« Last Edit: June 20, 2011, 02:32:36 am by Raptor_a22 »
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Raptor's CivMod, Mithril and Dark Elves and Alchemy, oh my!
Quote
Dwarf Fortress: The only game where severe necrosis leading to exploding limbs is "awesome."

Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3115 on: June 20, 2011, 02:40:49 am »

Open up your material_definition.txt and look for CREATURE_EXTRACT_TEMPLATE. Add a [REACTION_CLASS:CREATURE_EXTRACT] there and add the same reaction class to a reaction.

That way, the guys will haul the extract and use it to make stuff.

However, the above method applies to all creature extracts, somewhat daunting if you want to "poison" your weapons with venoms and "imbue" your swords with liquid fire*.

*the above is just using non-existent terminology just to get points across.
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katana

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3116 on: June 20, 2011, 04:50:37 am »

Trying to make a plant into a wood log, but I've messed up somewhere:
Code: [Select]

[REACTION:FORM_PURPLE_CAP_WOOD]
[NAME:make dwarf cap wood from plants]
[BUILDING:CRAFTSMAN]
[REAGENT:dwarf caps:1:PLANT:PURPLE_CAP_PLANT_SL:NONE:NONE][UNROTTEN]
[PRODUCT:100:1:WOOD:NONE:PURPLE_CAP_SL:dwarf caps:NONE]
[SKILL:HERBALISM]

Code: [Select]

[OBJECT:PLANT]

[PLANT:BERRIES_HOPPER_SL]
//AKA nirakznoo :3
[NAME:hopper berry][NAME_PLURAL:wild hopperberries][ADJ:hopper berry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:58][PICKED_COLOR:4:0:0]
[DRY][BIOME:NOT_FREEZING]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen hopper juice]
[STATE_NAME_ADJ:LIQUID:hopper juice]
[STATE_NAME_ADJ:GAS:boiling juice]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_COOKED]
[SEED:hopper berry seed:hopper berry seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:100]
[CLUSTERSIZE:10]
[PREFSTRING:tangy flavor]

[PLANT:VINE_EMERALD_SL]
[NAME:emerald vine][NAME_PLURAL:emerald vines][ADJ:emerald vine]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:159][PICKED_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen emerald wine]
[STATE_NAME_ADJ:LIQUID:emerald wine]
[STATE_NAME_ADJ:GAS:boiling emerald wine]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[WET][BIOME:NOT_FREEZING][DRY]
[VALUE:1]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:10]
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[PREFSTRING:bright color]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:emerald vine seed:emerald vine seeds:6:0:0:LOCAL_PLANT_MAT:SEED]

[PLANT:PURPLE_CAP_PLANT_SL]
[NAME:dwarf cap][NAME_PLURAL:dwarf caps][ADJ:dwarf cap]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PICKED_TILE:6][PICKED_COLOR:5:0:0]
[GROWDUR:3000][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
The material template is just called "alcohol" so we need to give it a proper name.
[STATE_NAME_ADJ:ALL_SOLID:frozen cap wine]
[STATE_NAME_ADJ:LIQUID:cap wine]
[STATE_NAME_ADJ:GAS:boiling cap wine]
We also set a few more numbers to distinguish the alcohol from the template.
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]

[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:dwarf cap spawn:dwarf cap spawn:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:50]
[CLUSTERSIZE:2]
[PREFSTRING:great size]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

[PLANT:PURPLE_CAP_SL]
[NAME:giant dwarf cap][NAME_PLURAL:giant dwarf caps][ADJ:giant dwarf cap]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:purple-cap]
[STATE_ADJ:ALL_SOLID:purple-cap]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:PURPLE]
[DISPLAY_COLOR:5:0:1]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:6]
[PREFSTRING:purple wood]
[WET][DRY]
[SOLID_DENSITY:600]
[TREE_COLOR:7:0:1]
[DEAD_TREE_COLOR:0:0:1]
[SAPLING_COLOR:7:0:1]
[DEAD_SAPLING_COLOR:0:0:1]
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3117 on: June 20, 2011, 05:02:54 am »

Trying to make a plant into a wood log, but I've messed up somewhere:
Code: [Select]

[REACTION:FORM_PURPLE_CAP_WOOD]
[NAME:make dwarf cap wood from plants]
[BUILDING:CRAFTSMAN]
[REAGENT:dwarf caps:1:PLANT:PURPLE_CAP_PLANT_SL:NONE:NONE][UNROTTEN]
[PRODUCT:100:1:WOOD:NONE:PURPLE_CAP_SL:dwarf caps:NONE]
[SKILL:HERBALISM]

Code: [Select]

[OBJECT:PLANT]

[PLANT:BERRIES_HOPPER_SL]
//AKA nirakznoo :3
[NAME:hopper berry][NAME_PLURAL:wild hopperberries][ADJ:hopper berry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:58][PICKED_COLOR:4:0:0]
[DRY][BIOME:NOT_FREEZING]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen hopper juice]
[STATE_NAME_ADJ:LIQUID:hopper juice]
[STATE_NAME_ADJ:GAS:boiling juice]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_COOKED]
[SEED:hopper berry seed:hopper berry seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:100]
[CLUSTERSIZE:10]
[PREFSTRING:tangy flavor]

[PLANT:VINE_EMERALD_SL]
[NAME:emerald vine][NAME_PLURAL:emerald vines][ADJ:emerald vine]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:159][PICKED_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen emerald wine]
[STATE_NAME_ADJ:LIQUID:emerald wine]
[STATE_NAME_ADJ:GAS:boiling emerald wine]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[WET][BIOME:NOT_FREEZING][DRY]
[VALUE:1]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:10]
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[PREFSTRING:bright color]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:emerald vine seed:emerald vine seeds:6:0:0:LOCAL_PLANT_MAT:SEED]

[PLANT:PURPLE_CAP_PLANT_SL]
[NAME:dwarf cap][NAME_PLURAL:dwarf caps][ADJ:dwarf cap]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PICKED_TILE:6][PICKED_COLOR:5:0:0]
[GROWDUR:3000][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
The material template is just called "alcohol" so we need to give it a proper name.
[STATE_NAME_ADJ:ALL_SOLID:frozen cap wine]
[STATE_NAME_ADJ:LIQUID:cap wine]
[STATE_NAME_ADJ:GAS:boiling cap wine]
We also set a few more numbers to distinguish the alcohol from the template.
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]

[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:dwarf cap spawn:dwarf cap spawn:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:50]
[CLUSTERSIZE:2]
[PREFSTRING:great size]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

[PLANT:PURPLE_CAP_SL]
[NAME:giant dwarf cap][NAME_PLURAL:giant dwarf caps][ADJ:giant dwarf cap]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:purple-cap]
[STATE_ADJ:ALL_SOLID:purple-cap]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:PURPLE]
[DISPLAY_COLOR:5:0:1]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:6]
[PREFSTRING:purple wood]
[WET][DRY]
[SOLID_DENSITY:600]
[TREE_COLOR:7:0:1]
[DEAD_TREE_COLOR:0:0:1]
[SAPLING_COLOR:7:0:1]
[DEAD_SAPLING_COLOR:0:0:1]

For the product of the first reaction, copy this:

[PRODUCT:100:10:WOOD:NO_SUBTYPE:PLANT_MAT:CEDAR:WOOD]

Just replace cedar with your new wood and you're set.
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katana

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3118 on: June 20, 2011, 05:32:22 am »

Cool. Annoyingly, I just found that dwarf caps do not appear in the embark screen. Why? D: (yes, new world)
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3119 on: June 20, 2011, 05:35:43 am »

Perhaps your civ doesn't have access to those trees (your subterranean layer might be made out of rock, no water pools nearby) or the tree caps don't exist in layer one (dwarves can only get items from the first layer).

Try generating a slightly larger world.
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