First of all: I did forget to include the building guides for the two new buildings (storage unit & music stage) to the appropiate folder. So here you go:
Music StageStorage Unit@smakemupagus:
I bet this was some kind of debugging test, I doubt this made it to the live version on purpose.
Nope, sorry to disappoint, but it is indeed intentional. Sneaky update, see the explanation at the end of the post, since it concerns everyone.
@panopticum: I cant really mess with golems being appointable or keeping their noble position, but as stated they do have NOEMOTION, so they never tantrum, regardless of mandates or demands. They also have NOSLEEP, so the tired thingy does not affect him as well.
@milkbot: Scrapwood to Ash is easily possible, no problem.
@seraphyx: Default temp/weather off was an oversight by me. Was an artifact leftover from testing, hope people notice it and turn it back on. Thanks for the typo find.
@corai: Wild armored horses are odd... but logically they could be left-over horses from invaders. I can disable that easily tough.
@geneoce: You mean transforming dwarves into broodlords ? That would be possible, I could also spawn them directly in workshop (yes I can) but they would count as friendly units, not as pets or dwarves. Will have to test this.
@tahjudt: Nope, not really, the pets are a mess since the new system. Thanks for the pray-reaction, no idea where that came from, it is in the mod since v.05 Guess people would have noticed that it makes an odd product... A weapons guide is in the manual, but I have no graphical one, if you mean that. Since all weapons use the same icon ingame (and all armor as well) I decided against making one, it would just look ridiculus...
@zach123: no free golem through concubines
@dorfmeister: Yes, bone to arrow, or arrow-producing in general, can be done, BUT the bone reaction would use up an entire stack of bones, making it very wasteful.
@hammerdave:
Also never got an answer from my previous question. With dangerous smelting turned off, what would cause furnace operators to randomly bleed to death at magma arc furnaces? At first I thought it was a magma critter popping them from below, but the magma channel is behind a fortification and there are no observable critters down there right after the event.
I dont know yet, but will check. On the first look I cant find anything though. That magma-buildings have no solid tiles in intentional however, evil magma-thingies are supposed to crawl in.
@orkel: Sure, can do. When I released it I gave credit for the entire system, which is part of yours, hugos, san diegos and sethcreyids. But I did not add this to the actual credits, so no worries, you'll be included as well.
I personally think it works quite well, otherwise I wouldnt have added it. There are other system for the same thing btw, the brainstem from nihilist, or the left/right brain/stem from sethcreiyd (?)... only thing that does not work is implementing this new brain to FBs and Titans, or generated Demons/Nightcreatures. They all have the standard brain tissues.
@lockesly L crit: The double gremlins have a simply reason: Gremlins are a cave civ now, that means they camp or ambush, the original AI, with sneaking gremlins pulling levers and opening cages does not work anymore. So I made 2 creatures, one for the entity, the other as wildlife.
4. Only the males of the sentient races have a chance of dropping skill essences. Dwarves are excluded, as they don't drop them.
Almost right, I had to make a third caste with a low pop-ratio for this. Dwarves are excluded since the essence replaces corpses, and I know you rather like to bury your dwarves.
The duplicate ANY_LAND has no negative effect. I just replaced all BIOME: tags with BIOME:ANY_LAND BIOME: tags, thats why there are duplicates. It made implementing the change a lot easier (find & replace) and I can see the original biome, since it is still listed in the raws, makes reversing the change a lot easier.
Good point about the soap, I think I have to make the batch reaction more expensive.
@firons2: Nope, sadly not possible through modding yet.
@simonthedwarf: You mean at "prepare carefully" in embark? These are auto-generated, not done by me. I think the game just takes some of all the plants.
@werdna: Seperating clothes from XxclothesXx is sadly impossible. Otherwise I would have added it already. No idea about the workshop not accepting ingredients though, seems some have it, some dont, randomly. It is really beyond me how that happens.
@throren: The caste system button only takes out savants and guilds, but mages and secrets are done by the respective buttons. They also use the caste-workaround in the raws, but are not really a a part of the caste system. BUT this is the reason you had so many babies being SecretFunStuff, with no other castes the chance to get a secret caste/mage is a lot higher. The warlock taking the mother hostile is funny
The pathfinding AI problems with the nightwings is known, and I did remove all flying mounts from invaders because of this. I did not change the Fortress Defence Mod however, so people can still have flying invaders if they like.
@tsuchigumo: A syndrom arrow (did you mean bolt?) has a melting point that is close to body temperature and a syndrome attached. It hits its target, melts, and the target is affected by the syndrome. I use this trick for the special ammo you can do in the alchemist, and the ammo for the magic wands. Tears of Armok sometimes are dry, that depends on the sourrounding geography, but most have an aquifer around them. I found them extremely useful.
@fairin:
The flying {copper bolt} strikes The ogre head in the head, but the attack passes right through!
I did not mod anything on the ogre, so this is probably a vanilla bug. I cant even decide if that fortress of you was a win or a fail. A living ogre head perched on top of an inaccesible wall, directly at your entrance, as if someone wanted heads on pikes on the city gate ? Sounds awesome to me, even if it distrubs the locals...
@the_game_hunt: Well, the mod is massive, some features people like or dislike depending on how they see dwarves. I am sure the warhammer-faction is well used to dwarves with guns. But as mentioned, I did not write the Settings for nothing, if you dont like a features, just turn it off.
@sasha: Mh... if the metalworks are disabled, all coarse_iron ore should revert back to normal iron ore. I have to test this. The new animal training system is hardcoded, no way I can touch it.
@lamorak84:
1. The settings do overwrite a lot of raws when you change tilesets. I added the note "changing tilesets do reset some of the settings" to the launcher, right next to the tileset button. I could write a way to circumvent this, but it would be... a lot more work then the current system. Same goes for your proposed change, it is reasonable, but a lot of work, for a very minor feature. Most people do stick to their favourite tileset all the time...
2. Already generated worlds will stay the same.
3. Military in armor will still need clothing or the new padded clothing. I think there is one minor problem with boots and shoes however, have to check if you can layer those.
So as far as I did read the actual protection an armor piece or cloth piece can give you comes NOT from Defense Value 0-4? But its a mix of stuff like material used and Coverage and stuff like that?
That is correct, the armor-level tag is a relic and not in use anymore. Thanks for the kind words, I think with the Settings.exe I did hit a mark
I can in theory do more tech, and YES, I can create creatures in workshops, but only vermin, OR friendly units. So I could make a little 1x1 workshop where you can assemle constructs, but they would stay where they are, they are no pets that couold be pastured. The upgrades for the turrets are also possible, but I would have to make a seperate creature for each combination... ehm... well, so much about that
If you like to see what the new interactions can do about tech, see the next version of Legends of Forlorn Realms, Narhiril is just doing a lot of work on her Tech-Tech-Tree. I still hope to find a way to produce pets in workshops, and not friendlies. Then I would add it as well. I even made a thread about a working way to create your steampunk tanks a while back, thought some warhammer mods might like it, but nothing came of it. And dwarven flamethrowers: See flame turrets
I sadly cant add it to weapons. Wait a second... I think I can, in a way...
@jocan2003: Thanks
The mod is currently about 3 times as big as vanilla DF
@ solon64: Yep, the weirdness of the creatures popping up everywhere is a little test. And I think you have temperature off, please turn it on in the launcher (you can still do this in a current world/save, since it changes the init, not the raws) that should solve the problem with unwanted stones. Thanks for the compliments
@lewtz: Can work on the migrant wave size. I noticed that they went up since 0.34, but that is vanilla df, not me... only way to affect them is by having a low amount of wealth and having a high amount of deaths.
@ALL: Again, about the removed EVIL/GOOD tags and the biomes: I personally think that the regional interactions, like the walking dead, strange weather and different plants are enough to seperate those regions. There are tons of good or evil creatures people will never see. I know that many people embark on 2-3-4 different biomes in on embark screen, just to get a higher diversity in creature types. Well, you dont have to anymore, all non-mundane (not-real-life) creatures will spawn everywhere. You can get on ogre walking by in a good region, or undead unicorns wreaking havoc in an evil region... I will try to seperate the ice creatures a bit, so they dont look completely out of place though.
About the spawning of creatures: I could, for example, create a 1x1 workshop that allows a dwarf to spawn 5 landmines, randomly around him. These landmines would be tagged friendly, and therefore cant be moved, but you can just create them as you like. Go to the trap corridor, build the 1x1 workshop (landmine deployment), set mines, deconstruct workshop. This would be possible.
About a flamethrower like weapon: I could make a flamethrower that melts at bodytemperature. I think, and I am not sure, that it would melt as soon as a dwarf picks it up, and then affects the dwarf with a syndrome, transforming him into a "flamethrower dwarf" with firebreath. He could "breathe" fire for... 10 times, then reverts back to normal. This might be possible, but very clutchy. And flamethrower dwarves are already in the mod, with the magmamancers. Or dragons, or flameturrets. Or caught and tamed flaming skulls
EDIT: @smakemupagus: wow, looks real good. I cant really tell how balanced the merchant hall is, but I see that you also have some training for the garden and more prayers... you got ahead of me, I wanted to revisit the religion section since the new interactions, but I couldnt find the time yet
And these 4 training reaction, I think that they are missing in the normal mod... right ?
@lockesly Lcrit (what is up with that nickname anyway, I dont even...): Thanks for the info on clothing, I really thought it was the soft tag... so I have to remove the armorlevel from padded armor. And I think I will readd socks (I hate socks) and rename them shoes, and remove shoes. This way people can wear both shoes and boots, or only shoes. Should work. I dont want to meddle with the layer sizes and permits again, not while everything is working nicely.