Plants with a drinkmat get a STATE_COLOR for their material_template:drinkĬarrot cassava parsnip potato radish sweetpotato tomato tomatillo TGwheat gets for the material_template:drink SGwheat gets for the material_template:drink Muscle_template gains īrain_template is now Steel changed to Įvery material in this file gained a [STATE_COLOR Lost the tag (perhaps this tag was removed? verfy if it exists in the files) _subterranean cave spider depth 1:2 -> 2:3Ībility to add tooltips _ocean_new octopus/cuttlefish ink fix, 5105įormat change: ->, etcĮlves, goblins style their hairs (more than modest mod)įormat change: -> >Ĭreature_large_riverlake platypus man/giant 5105ĭeer, moose antlers have - new tagĬreature_large_tropical elephants now PACK camel 1/2 5105Ĭreature_next_underground elkbird I wish there was mod for what I want to do but I will confess this mod is better than ones I have been attempting to play the last month.Creature_bug_slug_new bark scorpion man/giant bugfix 5105Ĭreature_fanciful griffons got a castename I have my settings for no invasion, but I guess that doesn't include death by wagon full of supplies twice. Two embankments everyone died within seconds most crushed by all the supplies and mishap thinkingĬertain explosive pet might be helpful, three rescue attempts I gave up.Īll I notice is in dfhack it said "error on evil" a whole tons of times listing various monsters. I pick my parameters and everything careful but something has went terribly awry. I want the ls not zoom so fast by I can't see which commands I can use on dfhack. I want my stuff to go where I want it to go and work the way I have read and watched it work. I don't want to go in hermit mode or warrior mode without choosing this and having this choice not sprung upon me. I want to play Mastercraft but I want to dig down like I do in regular Dwarf Fortress. I want to easily quantum stockpile my stuff if I can figure that out by item name without having to go through every item and maybe it will work, maybe it won't. I want my dwarves to be able to use seeds even if they are in a barrel. Personally I just want to build and create, maybe roleplay after I get my base set up and not have to do battle until I want too. If that's the case, I'm afraid I'm not sure how to get a race that often fails to survive world gen to do so. Default worldgen parameters should always be viable, but not all races survive world gen, and if your only playable race is one of those then worldgen will fail. What world gen parameters are you using? AFAIK, if you haven't changed anything at all, all the default parameters should be viable, but if you've changed things like playable civs (in particular toggling a civ from fort-playable to not) in the launcher, world gen might fail because it fails the "must have playable race" check. Try to keep an eye out for where in the process that it stops a world and begins a new one. Of course, you can always pause it yourself and abort the world gen to tweak settings before that happens. It will indicate why it is having trouble creating a viable world when it does so. If it fails late in the process (such as just prior to starting history), and the world is large (or your generation is just slow), it could take hours before the system pauses itself. World gen is never endless, but the system will only fail out after about 100 failed attempts at generating worlds - and only if those attempts fail at the same point.
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