I have a quick question regarding mining. Something is causing my miners to get rotten lungs, and I have no idea how to fix it or stop it. What do I need to do?
I have a quick question regarding mining. Something is causing my miners to get rotten lungs, and I have no idea how to fix it or stop it. What do I need to do?
It looks like this mod has a feature where mining coal sometimes releases clouds of dust that cause black lung disease in miners.
Yup. It's the black lung mod. I completely forgot that I included Lofn's black lung mod. It's meant to simulate the fact that coal mining releases poisonous dust and therefore create a risk of lung rot in your miners. I should mention that if you want to remove it, you can go into inorganit_stone_zero.txt (or something like that) and use ctrl-f to find "black lung" For the syndrome, you can set the SEV: value and the :PROB: value to 0, and they will get the syndrome but it will have no symptoms. You can make the change in your current world and that will spare any future miners, but I'm not sure about the current ones.
Don't worry too much, rotten lungs are bugged in DF (I think) Your miners should be fine unless they get into combat.
If nobody wants the black lung mod, I can remove it from the next version.
Are you intending on introducing a building that can smelt cobalt without basically killing the smelter in the long term? Haven't played yet but given the focus of the mod it seems like an obvious decision.
I believe you can already do so, but it requires limestone, rock salt, and brimstone. I might just call dwarven engineering and make it easier in the future.
Ah, here it is:
[REACTION:COBALT_MAKING]
[NAME:make cobalt bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:4:METAL_ORE:COBALT]
[REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:LIMESTONE]
[REAGENT:C:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[REAGENT:D:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
[PRODUCT:100:4:BAR:NO_SUBTYPE:METAL:COBALT][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
Yup. Just look for it in the smelter. It'll take four boulders of cobaltite plus one of each requisite and give you four bars of cobalt. Perhaps it should have a chance of giving the reagents back, instead of requiring multiple boulders of cobalt?
The revised version should look like this, replace the original reaction if you want to change it in an existing world. You don't need a regen:
[REACTION:COBALT_MAKING]
[NAME:make cobalt bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:METAL_ORE:COBALT]
[REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:LIMESTONE]
[REAGENT:C:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[REAGENT:D:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COBALT][PRODUCT_DIMENSION:150]
[PRODUCT:75:1:BOULDER:NO_SUBTYPE:INORGANIC:LIMESTONE]
[PRODUCT:75:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[PRODUCT:75:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
[FUEL]
[SKILL:SMELT]
EDIT: Also since the raws are replaced, does this work with tilesets?
With phoebus, yes. With anything else, I don't think so. Can someone outline the basic raw-based differences between phoebus and the default? I know it involves changing stone graphics, but is there anything else?
I'd recommend you to replace the megabeast dragons into chromatic dragons (nethack spoilers). They simply are better in every way than ordinary dragons and they can breath a couple different breath attacks.
EDIT: Oh, and multiple types of dragons too. (rot, frost, sleep)
Good idea, thanks!
Looks interesting.
Thanks?