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that exists in base game, if you go into the work order and its details (i think you hit d or the magnifying glass idr exactly) and you will be able to specify what stone is used and who or what is carved into the rock.
It's inside a storage zone, but the workshop doesn't recognize it when I:
Specifically Decorate》Any》Finished Good》Crown 》Gems 》 [requires crown]
am I doing it correctly?
We are working on solving that issue, but DFHack (which will likely be the primary solution to this as loading all reactions is hard-coded into the game) is still in alpha, so the tools we have to work with are limited right now.
If you use the work order screen a lot, feel free to wait for V4.
I just want to highlight the work order menu lag issue. Honestly, as soon as I saw how slow opening the menu has become I had to abandon the embark and the world (luckily I didn't spend hours planning out my full fortress layout, haha!). The lag issue should be included in the "important notes" above IMO, because for me it literally made the game unplayable - I use the work manager very very often and it was extremely irritating after just a few minutes.
I hope you manage to work around this lag issue, because this is something I would very much like to have in the game. For now I'll just root for you from the sidelines and keep my fingers crossed. Good luck!
V4 should allow you to choose which specific decoration options you want, without overloading your game with things you don't.
I'd recommend putting these new things into work details like similar to how the vanilla build a rock statue works, you'd press on the magnifying glass and add the details to there rather than having each one as a base work order and having way too many listings causing the lag I'm talking about before.
Hope it's possible to do this because it would also make it a lot cleaner too.
As other info, will these items (taking the statue example) get mood boosts if is adorned/encrusted with all materials they like?
Vanilla game expects very precise results, but there really are only tedious workarounds or luck trying to get those, very frustrating.
The additional category selecting the material for what the decorated item is made from multiplies the possible reactions by 7 currently, but is *somewhat* necessary to distinguish between organic and inorganic materials for the material finder. The hows further multiply that by 4.
Moving forward, I think a simple separation of Inorganic vs Organic menu (stone/metal/glass vs wood, bone, etc.) would be appropriate (and *should* still allow in-game material selection), getting back to the root of the mod which is selecting the *what*)
@Crown Prince Tristan, I too had to drop this mod due to lag on opening the manager order page. Would it be possible to get a lite version with just decorate X good with Y material reactions? All the how variations really inflate the reaction count which is what I think is driving the manager order page lag.
Thanks for a great mod anyway!
There's no specification for legendary items specifically, but if you make your input stockpile legendary quality only, you can specify which legendary items you want to craft that way.
Good luck with your dwarven tchotchke business!
a souvenir salesman, selling trinkets at ridiculous prices lol...
Can you specify legendary items?
Responsible mod: Diverse Visitors and Sieges
So unless they change things to a patching approach (if possible) your mod is not compatible with them and should thus have that flag. I go over to their page and report the issue... main issue if they fix it will be though, people removed their vanilla entity and if it is only patching then... yeah... new world for me again *sighs* So much work in the still tiny colony already done. (not your fault! Patching files is great!)
This mod essentially adds custom reactions to dwarves only (all prefixed with CPT_ and CPT_CAT (for categories)), so there should be no conflict with any mods.
The building is set to BUILDING:CRAFTSMAN:NONE on all reactions, so if nothing is editing the base craftsdwarf there should be no issues there.
The only thing I can think of is something has edited the dwarf-race from ENTITY:MOUNTAIN to something else, meaning that when the reactions get added, they don't get added to the race you're playing.
I mean, I like to collect and use mods (and not being able to even adjust the order after world generation is not helping) but with the rather few I have so far, none seems or should touch the Craftsdwarf. I have stuff adding workshops... touching the kiln... but no one wants to do something about the craftsshop so far. (or I missed a possible culprit)
And of course I looked for any mods mentioning incompatibilities and certain load orders but this one was having none of that or pointed out by any other.