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Author Topic: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)  (Read 12667 times)

Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #150 on: November 25, 2010, 01:18:22 pm »

I dunno, I kinda like the blue.
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MaximumZero

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #151 on: November 25, 2010, 03:34:59 pm »

Wolframite is now blue, then, by decree of Zaerosz. :P
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Trouserman

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #152 on: November 25, 2010, 08:04:20 pm »

ATD = Advanced Tool Design. Not very creative, but there ya go.

Yes, I understand what it means.  I just think acronyms in workshop names are out of character, and they don't reveal anything about the workshop without additional explanation.  A foundry is a workshop for casting metals, which is what you do here.  Short, simple, and meaningful.

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Can't use sand in reactions - same issue as with extracts. And if I changed it to clay or plaster, people in volcanic biomes would be SOL - little-to-no wood, which was the purpose of making the metal beds possible, and no gypsum.

Too bad about those restrictions on reactions.  Oh well.

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ITEM_TOY is a recognised item token. ITEM_TOOL is not. You can't magic up raw tags out of thin air. Also, AFAIK, toys are just like crafts - completely useless, except for trading.

I didn't magic it up.  I noticed ITEM_TOOL is used in item_tool.txt in the .18 release.  I don't know if it's usable for dwarf mode objects or not, but it's there.

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I'm slightly disappointed that most of what you've said you liked about this mod was done by oher people. And the Gem Workshop will have more functionality as soon as I figure out more stuff to do with it.

Sorry to disappoint.  People have different tastes, and this just reflects mine.  Few other mods really strike my fancy, either, but several have pieces I'm inclined to pick out.

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I know what you mean with the bit about the extra materials. More or less the only thing I don't like about mods in general, really.

It sure would be nice if we could sort and organize our materials without scanning through so many long (and usually poorly ordered) lists.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #153 on: November 26, 2010, 05:27:19 am »

Weeeeeeell, you could - if the material lists were merged and shuffled a bit.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #154 on: November 26, 2010, 07:13:33 pm »

Blast furnace and alchemy are now fully functional! Expect a new release within a week.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #155 on: December 02, 2010, 05:16:47 am »

Huh. So according to the December report my plant-soapmaking will be obsolete by the next release.

Bugger.
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Trouserman

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #156 on: December 02, 2010, 11:46:37 am »

Huh. So according to the December report my plant-soapmaking will be obsolete by the next release.

Bugger.

Just goes to show what a good idea it is.  You're ahead of the game.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #157 on: December 02, 2010, 01:05:12 pm »

Yeah, but that was like three days of work.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #158 on: December 05, 2010, 06:28:23 pm »

Ookay, so. Discovered a few odd bugs with alchemy, so that's a setback. Should hopefully get this working soon.

Also, I've finally had true Fun in this game - this was my first fort ever playing with invaders on, and I got attacked by a blue drake. In the first summer. Lost six dwarves. By the way, Clover, think you could make the drakes a bit bigger? I barely got any meat out of that thing. Though it had a really awesome name - Xom Utterdepths The Intricate Crypts.
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Magentawolf

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #159 on: December 05, 2010, 07:07:11 pm »

I can blame a way-early Blue Drake as the reason behind my first-ever destroyed fortress. I didn't have any warriors worth speaking of, and walled off the front door. The [AQUATIC] drake came in through the lake I'd tapped, and broke through the floodgates; it's numbing breath was the death of me.

....

Then I go back to reclaim the spot, because it was absolutely perfect, and found him having set up an ambush inside the main entrance chamber.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #160 on: December 05, 2010, 07:19:20 pm »

Wait, what? Aquatic? Those bastards can SWIM?

...son of a bitch!
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #161 on: December 05, 2010, 09:16:52 pm »

I got my revenge.

My entrance is now paved with blue drake soap.

Also, SHIT. ANUBITE AMBUSH.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #162 on: December 13, 2010, 05:26:17 pm »

Alchemy is unbroken! New release coming soon.
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Seriyu

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #163 on: December 13, 2010, 07:20:14 pm »

How soon?

Within the day? Because I was just getting ready to download this and take a look at it, but if it's gonna get updated in a few hours I'll wait.

Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #164 on: December 16, 2010, 02:23:44 am »

1.6 is out!
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