750 downloads in a day, and tons of feedback coming in. I quickly checked for that "magma" bag, but will be difficult to find. Magma is the default name for any molten rock without a specific name assigned, so it could be pretty much anything. testing is ongoing.
@tierre: Thanks, should be glaze_nc. About the biomes: The biome_anyland are from me, the others are the originals. You will find the same with population numbers and sometimes frequencys. I added a new value for the mod, but left the old one, inactive, in the raws. This way I can see how the original was set up. All works, there is no problem with that. And yes, you can use everything in this mod for your personal mod.
@olidot: Dont know then... should work with .NET. I think greatwyrmgod had the same problem once, maybe ask him how he solved it.
@falsedead: heals everything, broken bones, lost limbs, adds the ageless tag... but they have to be fit enough to go to the building and do the interaction, so you still need a hospital
@the final stand: If you think they are too hard, turn them off with the "Secrets Button" in the creature tab. But I know what you mean, I want to rework the wards a bit, both for this and for the plagues. Btw, your ward would reveal the leader, and that guy is a tiny bit stronger then the acolytes. Can only say: Tough luck that you got the cult in the first migrant wave.
EDIT: Funny how it goes... quote from IT-000 today.
I fixed a bug that caused potassium nitrate to be made as magma. Now I'm thinking of making 'workshop accidents' that spawns fire in certain workshops. I sort of liked the 'oh Fun' moment that the flaming workshop caused. But that needs to wait for a future release.
Sounds familiar, I suspect my "mercury/quicksilver" to be the culprit. Dont know why dwarves would put it in bags though, and not jugs...