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Poll

Direforged needs ...

... a clearer manual
- 36 (12.4%)
... a more flavorful manual
- 25 (8.6%)
... expanded options for dwarves
- 27 (9.3%)
... expanded options for shyhak'ur
- 22 (7.6%)
... more adventurer-playable entities
- 27 (9.3%)
... more fortress-playable entities
- 38 (13.1%)
... more diversity in existing additions
- 33 (11.3%)
... more new creatures
- 28 (9.6%)
... more new plants
- 19 (6.5%)
... less of something that I'll maybe post
- 2 (0.7%)
... something you left out of the poll that I'll maybe post
- 6 (2.1%)
... dragon liver roast
- 28 (9.6%)

Total Members Voted: 84


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Author Topic: Direforged Original 47.0X  (Read 108572 times)

Thuellai

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Re: [0.43.02] Direforged Mod v1.3g - To the Hive!
« Reply #210 on: July 05, 2016, 08:56:54 am »

Direforge has been my go-to mod for DF for a long time, so I'm always happy to help.  This is the first time I've played the Shyhak in depth, though.  Having a lot of fun mass producing fine shyhak wax and building buildings out of it.

Holy wax is a lot trickier - even appropriate Good biomes only rarely have valley herb.

EDIT:  Honest question, what's the point of converting holy wax and clay into kaolinite?  Porcelain's nice, but it's mat value 10, the same as fine wax...  and you can make most of the same objects out of either.  It can be glazed, but so can shining marble, so if you have flux stone and a legendary glazer hanging around, shining marble's the better option, and that's assuming that glazing is going to make up for losing 20 points of mat value.  I'm not sure if holy wax is too valuable (considering making it IS rather difficult) or porcelain's just...  unimpressive with all the shyhak'ur wax options, but I feel like I'd rarely want to trade holy wax for kaolinite.  I guess porcelain is more resource-efficient for pots and furniture than wax, if you have limited amounts of wax or limited labor to refine fine wax - but if you've got holy wax you're obviously producing a pretty good stockpile of fine wax.
« Last Edit: July 05, 2016, 05:40:19 pm by Thuellai »
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When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL

Knight Otu

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Re: [0.43.02] Direforged Mod v1.3g - To the Hive!
« Reply #211 on: July 06, 2016, 05:40:18 am »

I've added the problem that holy wax is too expensive to make to my list. Regarding the kaolinite conversion, I must admit that I'm not actually sure anymore. I'd have to take a closer look that I can't currently take to be certain what I was thinking. I think the mistake may be that it's holy wax rather than fine wax, but again, I'll have to check after I can get back to modding (in the meantime, I'll also add it to the list).
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Direforged Original
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Thuellai

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Re: [0.43.02] Direforged Mod v1.3g - To the Hive!
« Reply #212 on: July 06, 2016, 07:18:22 pm »

Not sure if it's even something that can be fixed, given it's typical stack behavior issues, but chitin stacks are used up completely by leatherworking reactions, rather than one at a time like bone stacks.  Figured it was worth noting.
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When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL

Knight Otu

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Re: [0.43.02] Direforged Mod v1.3g - To the Hive!
« Reply #213 on: July 07, 2016, 06:40:16 am »

Odd, I recall at least the major jobs working correctly. Either things have changed, or my tests weren't extensive enough. It's on the list either way, but it may have to wait for Toady to fix the skin tanning creating only one leather. Thanks for the reports!
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Direforged Original
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Castle Otu

Thuellai

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Re: [0.43.02] Direforged Mod v1.3g - To the Hive!
« Reply #214 on: July 11, 2016, 06:56:09 am »

Don't think weaving orstists are, well, weaving.  Had a whole pack of them in my last fort, and they didn't seem to be producing silk.

Admittedly, this one might not be something you can help, either - my understanding is that creatures very rarely use interactions outside of combat.
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When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL

Knight Otu

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Re: [0.43.02] Direforged Mod v1.3g - To the Hive!
« Reply #215 on: July 12, 2016, 05:44:32 am »

Yeah, unfortunately the GREETING usage hint has taken a turn for the worse at some point. It might still work in a small pasture, but I don't know for sure. It used to work nicely when I created them. :-\
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Direforged Original
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Castle Otu

Asin

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Re: [0.43.02] Direforged Mod v1.3g - To the Hive!
« Reply #216 on: November 23, 2016, 08:25:08 pm »

Sorry for necroing this post, but is this mod still being worked on? I personally enjoy it and I don't want it to die like so many other good mods.

Knight Otu

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Re: [0.43.02] Direforged Mod v1.3g - To the Hive!
« Reply #217 on: November 24, 2016, 06:46:36 am »

Unfortunately, I'm not able to work on my mods at the moment, but I do plan to return.
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Direforged Original
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Asin

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Re: [0.43.02] Direforged Mod v1.3g - To the Hive!
« Reply #218 on: November 24, 2016, 01:13:43 pm »

What's keeping you from working on Direforged or your other mods?

Knight Otu

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Re: [0.43.02] Direforged Mod v1.3g - To the Hive!
« Reply #219 on: November 25, 2016, 06:33:56 am »

The main problem is that I currently don't have a computer that runs DF.
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Direforged Original
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Castle Otu

Asin

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Re: [0.43.02] Direforged Mod v1.3g - To the Hive!
« Reply #220 on: November 25, 2016, 07:30:36 am »

Well, that is a pretty big problem. I hope you get your problems fixed.

Knight Otu

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Re: [0.43.02] Direforged Mod v1.3h - To the Hive!
« Reply #221 on: December 28, 2016, 03:57:02 pm »

Surprise! A small raw update that brings Direforged up to 0.43.05 standards and fixes the raw name for the shyhak holy wax reaction (and as a stopgap measure, increases the output of the kaolinite and shining marble reactions). I'll work on Thuellai's issues, but I need to think about how I'll handle them (to the extend that they are handleable).
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Direforged Original
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Castle Otu

Asin

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Re: [0.43.05] Direforged Mod v1.3h - To the Hive!
« Reply #222 on: December 28, 2016, 05:03:57 pm »

*GASP!*

YEAAAAAAAAAH!

...

Sorry, got a little too excited...


I hope more updates come soon! May Direforge be given life once more!

Knight Otu

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Re: [0.43.05] Direforged Mod v1.3h - To the Hive!
« Reply #223 on: December 29, 2016, 04:44:39 am »

I need to work off some skill rust (it's been a while, after all), but yeah, Direforged and the Random Raw Scripts live again.
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Direforged Original
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Castle Otu

Asin

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Re: [0.43.05] Direforged Mod v1.3h - To the Hive!
« Reply #224 on: December 29, 2016, 07:01:28 am »

Haha! Finally!
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