Firehawk45; Yes and no. It usually is in small cluster, with a 100% drop-rate, The veins should only have a 25% droprate, so the endresult should not be much more anthracite, but it should be easier to find. I hope it doesnt drop a boulder 100% of the time, that would be overkill.
CheatingChicken: Thanks. Will be fixed, both the wood processor and the pet tag. I am surprised that you can buy them, if they lack the tag... Most buildings will be "koboldy-fied" meaning I want to change some designs, names and such. Dont want them to have dwarven stuff.
arclance: I checked, the linux version you packed is updated. And the dffd linux file still says V2d, and the link in my sig has no version number...
jellsprout: Same thing, I checked, the linux version is updated. And the dffd linux file still says V2d, and the link in my sig has no version number... so I dont whats wrong. You didnt download 2f thats all.
fungee: Steel mechanisms from the gunsmith should work. Otherwise just make them in the forge, under trapcomps. Casts need 10 bars btw, maybe you need more of those. Volcanic you can see in the manual, in the inorganic section. It is the third strongest, after bifrost and adamantine. It should be enough to kill every type of invader I modded in. It also does extra damage against frost giants.
OverlordTNT: I have no problem with criticism. Are you sure this is a problem in 2f ? I did get a report about resurrection spam, and the instant death of resurrected dwarves, but I made major changes to the interaction. It shouldnt happen anymore. So please report back to me with the version number. And narhiril does not use resurrection in regional interactions.
I also noticed some fancy stuff with the profession name for craftsmen. If changed, it will take the profession name even for all references. The building "Craftsdwarf's Workshop" will be renamed and artefacts will say "all craftsmanship is of the highest quality", with the profession name in it. So the kobolds have a Craftbolds Workshops, and all craftsboldship is of highest quality. ^^
And found a vanilla bug which is new to me... I build a giant bridge to the map-edge and my depot was only accessable from that bridge. I did it to spawn caravans with their wagons on there. Doesnt work. The game will state that the traders bring no wagons, even if the green W (from the "D" screen) will claim that the depot can be accessed. I guess its because the bridge ends in mid-air, if seen from outside of my embark tiles. Anyone knows if this is a known bug (and/or wanted feature?)