The only real issue I've noticed is that irksome bit with digging implements disappearing if you deselect them at embark. It's probably a pretty simple fix, just a missing entity tag, or something, but I can't figure it out for the life of me.
Yes, I think I was able to fix this *once*, but it had to mess with the tags in ways that I didn't want to implement. Fixing that with no adverse effects has been a longtime issue that I just can't seem to pin. Unfortunately this was some months ago, and I've forgotten how precisely it worked. I haven't stressed over it too much, since it's annoying but not game breaking (once you realize the issue anyway).
Hi pretty new to modding and I don't want to press the issue too far.
That said, I love this veriant of the game. The tiles are great and the mechanics of it all make the game that much better. Now I don't know if it has been answerd yet, I found nothing but what GaxKang has said. I can't get the critter kitchen to work right. When I just add the stated value to the raw, nothing happens to the captured vermin. though I can get the remains to turn into food, and even get them stored in the stock pile.
I totally forgot about that shop. I think. I don't remember if I forgot, but I know I had some issues with it. I'll try to fix it up next release though, I believe there's been enough notes around now that I can work better with meat in reactions. Not sure why I'd snap at you though.
Just a thought?
What about having an alternate to a bed called a 'nest.'
Could be made of cloth.
Also, why not have two kobold civ styles, the one players do (with an actual civ) and the cave dwelling cousins we have learned to fear (which is easily imitable)?
Otherwise, keep up the awesome work!
Yes, I forget who, but I believe someone mentioned the idea of putting in beds made with rope reed. And I do enjoy the idea of furthering the purpose of farming, what with the agriculture economy taking a hard hit with the [CARNIVORE] tag.
As for 2 kobold civs.. I played with the idea, but I think I scrapped it. Even had it written out for maybe 15 minutes. I may re-consider the idea though. There are a couple things that muck it up in my eyes that prevented me, but it's not a terrible idea by any means.
WARNING: FOLLOWING EXPLANATION IS WORDY AND MOST LIKELY ASININE AS IT'S ME TYPING OUT LOUD
For one thing, it'd be confusing having 2 civs with the same race around, as it usually doesn't distinguish so it would look like kobold is listed twice in a lot of areas. With the same language and creature, it would get real doppleganger-like, except with civ's instead of people.
This could be avoided with naming the player kobolds, say, cutebolds, but something about it bugs me. It's arbitrary preference one could argue, yet it would seem to disassociate cutebolds with kobolds more than I'd like. As in, cutebolds are kobolds interpreted in a cute style ala weaver/gobbo/rubyquestguy/boxdog/whateveryoucallhim. But, they're still a rendering of kobolds be it DnD's scaly reptile who love dragons a bit much, WoW's ugly rat things, Ragnarok's... actually Ragnarok really does make them out as cute doglike things, but anyway. Making a seperate creature def for kobolds, as I say, just makes them seem like a 2nd wheel on a unicycle in my eyes.
Then again it may help if the classic kobolds weren't referred to as such so them and cutebolds are side by side, so it wouldn't seem like there kobolds and then something else passing off as kobolds that you play. Still could get confusing and I would need to playtest a bit, as I might miss something like the necessity of making DF classic kobold having another tileset so it doesn't look like you're stealing from yourself. I will consider it though, any thoughts on this part would be nice as well. It's not a huge impact on general gameplay, but I really am on the fence.