Check the thread. See that someone checked the warpstone raw. Noticed the 3 syndromes. Damn.
Answer to the riddle: Sometimes the dwarves would not get affected, so I added stronger ones, without deleting the old ones, since they do not seem to have any negative effect.
@obolisk: That is the DFFD, not me.
I will make the flavor-clutter-related items optional then, but the other flavor-non-clutter-related items non-optional. (Hope that makes sense)
I am now in Taganga on the colombian coast, and start my trek to the "ciudad perdida", the lost city, tomorrow. This one:
Cuidad Perdida 5 days in the jungle, so do not expect me to post here, or code/fix anything. But, to keep this little thread active, I have a little something for you guys: V 1.2
Major changes: Generic wood, silver/gold thread, many fixes, some more flavor, brewery, weaponry, armory, physics lab (unfinished, but gives access to many random items), some GUI changes. Reduced building count by merging ArmorDisplay, Weapondisplay and Display case into one, Slade/ObsidianFactory into one, and Steel Refinery/Magma Siegeworks into one.
Full changelog can be found on the bottom of the first page.
I foresee a bug in the ammo, since I could not make it either. Here a quick fix, if the problem still avails. Just add it to the reaction_masterwork.txt and you are good. This removes the need for gunpowder, which seems not to be recognized as a reagent. Otherwise, buy bullets from the caravan, or from the dead cold hands of killed automatons.
[REACTION:LEAD_BULLET]
[NAME:make large lead bullets]
[BUILDING:BULLET_MINT:CUSTOM_L]
[BUILDING:BULLET_MAGMA:CUSTOM_L]
[REAGENT:metal:300:BAR:NONE:INORGANIC:LEAD]
[PRODUCT:100:25:AMMO:ITEM_AMMO_BULLET_L:METAL:LEAD]
[FUEL]
[SKILL:METALCRAFT]
[REACTION:LEAD_BULLET2]
[NAME:make small lead bullets]
[BUILDING:BULLET_MINT:CUSTOM_L]
[BUILDING:BULLET_MAGMA:CUSTOM_L]
[REAGENT:metal:300:BAR:NONE:INORGANIC:LEAD]
[PRODUCT:100:25:AMMO:ITEM_AMMO_BULLET_S:METAL:LEAD]
[FUEL]
[SKILL:METALCRAFT]
Also, if human traders bring no blueprints, here a fix:
Either add this to your entity_default.txt
[TOY:ITEM_TOY_BLUEPRINT_WEAPONRY]
[TOY:ITEM_TOY_BLUEPRINT_ARMORY]
[TOY:ITEM_TOY_BLUEPRINT_WEAPONRY_MAGMA]
[TOY:ITEM_TOY_BLUEPRINT_ARMORY_MAGMA]
and/or
remove the blueprints from the buildings mats of the weaponry/armory in the building_human_tech.txt
NOTE: I would otherwise never upload this with these two issues unresolved, but I have no time for testing, and did not want to postpone the upload for a week. Please understand my RL situation.
Plans for the next Version (1.3)Await DF 31.16 and make a compatible version.
Await DF 31.26 and see what new features I can do.
Add ASCII, Ironhand and Mayday. (postponed again, I know. I really just wait for the next DF version)
Add harder learning (optional) for slower skill learn rates
Add a friendly (evil) race, with evil things to buy. The caravans come very late in the game.
Add a kobold itemcorpse with a lot of loot.
Add runic weapons or weapon upgrades. (using the special attacks I explained a few posts earlier)
Add flavor/atmosphere, this consists of:
- Make the three caverns distincly different from each other. (Cavern, Lost World, Underground-world)
- Add civ specific items, armor, weapons and materials.
- Add more interesting attacks to weapons, for better combat reports.
PS: If anyone can discretely link me to any mods/raws that managed to make a slave-pet race, intelligent, can do labor, equip gear, or anything like that, I'd be grateful. Or, if this is impossible, any slave-related modding. I want to give the new evil civ (in concept stage atm) slave pets to sell.
I also want to thank everyone for the feedback, testing, downloading an playing this. The mod is 5 weeks old, and has over 2200 downloads, 800 replies and 17000 views. Wow.