Yeah, as if modding the raws, modding the Settings.exe is not work enough, of course I had to do mod the other third-party programs as well
Have some plans for a custom dfhack as well...
@zaz: chalk only leaves dust, and the manual says so. Try bonemeal, or alternate steel sources. Or trade for flux.
@madjoe5: Cant tell how all the civs will react in each world. I got very few human caravans for example, might have to buff up the race a bit. The frost giants/undeads/automatons are rather hostile I am afraid.
@alexander86: not yet.
@simonthedwarf: The Prophet is a religious zealot, and acts a bit like the inquisition. He has: [RESPONSIBILITY:LAW_ENFORCEMENT] and [RESPONSIBILITY:EXECUTIONS] Essentially a religious hammerer.
@moogie: wow, you really did turn 90% of the mod off ^^ I never tested with this, and your errorlog can be fixed by turning "simple pets" ON and "archeology" ON, but none of thes should cause crashes. I am sorry, but I cant help. Try a clean download and hopefully you can narrow it down to one setting you changed. If this is the case, no one is more interested in it them me
That the old golem tradegoods does not work porperly is because golems are no tradegood anymore. I have to remove it, thanks for reminding me.
@zeebie: Yep. Not much science has been done with transformation. I will manually add the no_fear and likes_fighting tag to them then. Nice find. And many thanks for the screens, it was indeed what I was looking for. A lot of space for better reaction names then.
@xeron: DFFD it is for now. I like to know how many downloads it has, and like the comment function. Other people can also find it by just browsing the DFFD. Ans sry, how often do you plan on downloading it ?
@slay_mythos&flobulon: Eventually, yes. I mostly wait for all the other modders to finish on tilesets, dfhack, stonesense and so forth, before I do something, and then notice that I have to do the same thing again 3 days later. Patience.
@bombzero: I am already. Warlocks should have spells, for sure. Transforming your dwarves into helpless sheeps for some time ? Raising the dead ? Zombies also will actually transform bitten people into more zombies, but this will be (add random superlative here) to balance. It can easily lead to the entire worldgen just consisting of a giant zombie apocalypse. (all races and animals dead, only zombies running around)
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@hugo: Many thanks, I had to heavily modify what you gave me (generic wood, you know
) but everything works. I also changed how it works differently, since I have the timberyard already. This is what I came up with:
Major tree overhaul: - All bark removing from wood now creates a seed (normal wood:90%, rest 100% + 20/10% chance for additional seed)
- A generic "tree", fundiwood, nethercap, steeloak and ironbark are now farmable. You can grow them in farmplots.
- Seeds can be bought at embark or from cut down trees, in the timberyard. (no nethercap, too deep)
- Trees need a long time to grow though, especially ironbark and steeloak.
- Trees/Fungi/Nether: 2 Seasons, Ironbark 3 Seasons, Steeloak 4 Seasons; Use fertilizer.
- The grown trees need to be cut in the timberyard, yielding logs (100% chance) and seeds (80% chance)
- You can now grow your own wood, funiwood for food/booze, nethercap for fireproof hides, ironbark for iron grade metal and steeloak for steelgrade metal.
- The seeds are called: tree seed, fungiwood spawn, nether-cap spore, ironbark corn and steeloak acorn.
- (Maybe: I will make them cookable, to avoid being drowned in seeds, have to see how it handles in long run games)
I decided to only do this one generic tree for normal wood, because I did not want to clog up the farm-plot selection with a list of ALL possible trees. They all yield the same generic wood anyway.
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Other ideas with new interactions:
zombie infections as mentioned above
trents, buyable pets from elves that do labor for you (living tree people)
Priests caste/noble that can insta-kill undeads
Magic arrows that transform the target into... a little fluffy bunny.
Special booze that makes all dwarves faster, or stronger, or anything you can think of.
Make an upgrade system for dwarves, using transformations.
SEVERAL OPTIONS: Blessing by gods (choosen warrior), potions (witcher style), Magic (sorcery and spells)