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Patches and bugfixes applied to Meph's amazing Masterwork Dwarf Fortress

Shell 0.11% F# 0.01% Lua 19.69% Ruby 28.03% AutoHotkey 1.38% Python 6.97% CSS 0.01% Visual Basic 20.13% C# 23.25% Perl 0.42%

masterwork-dwarf-fortress's Introduction

«☼Masterwork Dwarf Fortress - Studded with Patches☼»

This is a community driven branch of Meph's excellent Masterwork Dwarf Fortress.

Playing

If all you want to do is play, you can download one of two ready-to-go zip files:

  • The gold release contains all bugfixes and improvements which are considered stable. It is always based upon the most recently release of Masterwork Dwarf Fortress.

  • The beta release is the same as the gold release, but with additional changes which are not yet considered completely stable. Things don't get placed into beta until we're pretty sure they work, so it's recommended for most users, but occasionally things will still be a bit rough around the edges.

  • The alpha release is the same as the beta release, but also includes experimental features and bugfixes. Things here may be completely broken, but you're welcome to try it if you like.

If you already have the latest release of Dwarf Fortress, you can download patch files should update your distributions to the Studded With Patches versions of the files. These are automatically generated, and are not guaranteed to work. If in doubt, use the zips above:

Reporting bugs

Please report bugs in the issues tracker. Please try to be as specific as possible.

Contributing

We love new contributors!

Check out the Contributor's Guide for detailed information on how to help.

More information

If you want to discuss this project, please use the thread on the Dwarf Fortress message boards. The Masterwork Dwarf Fortress boards may also be useful.

masterwork-dwarf-fortress's People

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masterwork-dwarf-fortress's Issues

Rebalance embark values for leather

Apparently tough leather is 20 embark points, and all other leathers are 15.

Given that many fancy leathers have properties similar to bronze and iron, they should cost more on embark.

Add back boots and gauntlets for invaders

From #15 , of which this is essentially a more detailed sub-ticket:

  • I know that gloves and boots were removed from all invaders to reduce clutter, but this also has the side-effect of making invaders significantly easier against fledgling militia. Strikes to hands and feet aren't all that uncommon, and they're very effective at disabling targets, especially with edged weapons. I keep having elves and drow arrive with their mithril and bloodsteel armors, but because they're not fully covered, they're relatively easy to kill.
  • I have to double-check, but I seem to recall of all the elven ambushes and sieges I've encountered, none of them have been wearing pants. I know they're elves, and so that's thematic, but it means elves are now an easy source of mithril, rather than a serious threat.

This could be made a configurable option, if folks really don't want invaders with more armour.

Couriers: Revamp workshop trading...

I don't like that trading (via workshops) gives you products immediately. If my fortress is walled in and closed off, how do those products get there?

So instead I have a ridiculous idea that may be hard or impossible to implement, but I'm writing it down anyway.

Instead of workshop traders resulting in goods appearing immediately, they instead cause a courier to spawn at the map's edge. Obviously one needs to reach the courier (or get them inside) to collect the items. Now trading workshops are no longer siege/ambush proof.

One possible implementation would be spawning a merchant caravan (or using an existing one) and forcing the items onto a merchant/guard, and having them auto-drop them upon reaching the trade depot. That's nice, but I fear may be difficult to implement properly.

Another would be to spawn the courier as a pet on a depot-accessible map edge (or if no depot accessible square exists, on any map edge). Pets automatically head for meeting areas, but the player can also assign them to zones. Place a zone over your trade storehouse, pasture your courier there, and run the accept delivery reaction. That de-pops all couriers in LOS, causing them to drop their items.

Couriers should have a short 'lifespan', or other time-limiting mechanism, so if they're out in the field too long they'll eventually 'give up' and drop their gear. One season sounds about right. It also means ignored (but successful) couriers will eventually de-pop in one's meeting hall, where hopefully the items are easy to spot. ;)

Couriers should not give any meat/bones/equipment when butchered or killed, as this would be an obvious exploit. Alternatively, they could, if there was a way that the death of a courier could invalidate a trade workshop, start a siege, or otherwise have negative consequences.

Bonus points if couriers from drow and dwarf civilisations can arrive via the caverns. :)

Obviously all of this would require snazzy DFHack programming.

Rebalance orc raids, especially raiding ruins

Orc raiding currently feels unbalanced, especially when raiding ruins, which yield an average of 3 bars of deep-bronze AND 3 bars of orichalcum per raid, along with multiple weapons and trap components.

Given that orichalcum is supposed to be super-rare, having it as a common drop in raiding ruins seems wrong.

I'd adjust the loot tables so that raiding ruins returns mostly rusty bits and pieces, the odd statue, goblet, and other trinket, and only rarely orichalcum. This makes the raid much more of a gamble (which it's implied it will be in the manual), rather than a reliable source of otherwise ultra-rare materials.

Combined with the risk of provoking a clockwork or other attack ( see DF #1 ), this makes raiding ruins 'fun'. ;)

Fix DFHack 4 reactions that need to affect workshop occupants

DFHack r4 autosyndrome only affects the worker by default, and needs special tags to affect workshop occupants. We need to fix the reactions which affect occupants, including:

  • Alchemist: Changeling -> Magmaling and Waterling transformations.
  • Pet -> Armoured Pet
  • Ogre -> Armoured Ogre

(Any others? Please add them to this list.)

Non-simple minerals can't be processed at the ore processor

As per http://www.bay12forums.com/smf/index.php?topic=133564.msg4810310#msg4810310 lots of minerals are included by default (search for YESMIN in inorganic_mineral.txt). Previous versions of masterwork had these minerals disabled by default.

I can't find any reactions that actually use these minerals, which makes having them enabled questionable at best. No reactions is probably a bug.

Potential solutions include adding reactions for all minerals in question, or removing them entirely. In the meantime, changing the distro so that 'simple minerals' is switched to on (encoded as !NOMIN! in the raws) seems like a sensible option to minimise pain.

Transformations randomise stats and heals injuries

Sometimes this makes perfect sense, if we're morphing a changeling into a whatever. However for things like dwarves joining guilds, these feel weird.

This is a wishlist ticket to investigate some sort of DFHack magic that allows for injuries and stats to be retained. This may involve Deep Magic (eg: caching stats as part of a True Transformation, watching for the creature to "revert" back to its "new" class, and then re-applying stats and/or injuries along with removing the watch).

Armour rebalance / bugs

From http://www.bay12forums.com/smf/index.php?topic=125628.msg4772855#msg4772855

  • In item_armor.txt, all mail items are in the OVER layer. However in item_armor_masterwork.txt all mail items are in the ARMOR layer. Is this discrepancy intentional? (I'm still trying to wrap my head around how equipping armour works in DF, so it may be just fine...)
  • In item_armor_masterwork.txt, lamellar armor isn't listed as being SHAPED. However regular (vanilla leather) armor is shpaed. Lamellar armor isn't something I would expect you could wear underneath more serious armor, so I think it should have the shaped tag as well.
  • I know that gloves and boots were removed from all invaders to reduce clutter, but this also has the side-effect of making invaders significantly easier against fledgling militia. Strikes to hands and feet aren't all that uncommon, and they're very effective at disabling targets, especially with edged weapons. I keep having elves and drow arrive with their mithril and bloodsteel armors, but because they're not fully covered, they're relatively easy to kill.
  • I have to double-check, but I seem to recall of all the elven ambushes and sieges I've encountered, none of them have been wearing pants. I know they're elves, and so that's thematic, but it means elves are now an easy source of mithril, rather than a serious threat.

Expand orcish captives

I'd love for orcs to have a way of actually taking captives, rather than generating them from raiding.

One mechanism for this would be an interaction where an unconscious enemy can be 'taken prisoner', which would convert them to a pet or otherwise usable member of your fort. This interaction may exist natively on dreamwalkers, or may be a buff that we can apply to citizens.

Mainly this allows them to be pastured, for whatever sacrifice or slavery reactions are deemed to be appropriate.

Right now there [already exists](https://github.com/Putnam3145/masterwork-dwarf-fortress/blob/45b65824b848bc4b665510b7a114430e965d1ebd/Dwarf Fortress/hack/scripts/drowfort/take-slave.lua) code for taking slaves as part of a reaction. Doing this as an interaction would certainly set pave the way for some really cool stuff.

(Think expanded workshops, soul gems, a temple where sacrificing enemies produces various buffs or items, etc etc)

Integrate DFHack r4

This would be really lovely, but I believe DFHack r3 has had customisations applied to it, and we don't wish to overwrite them.

Also, if any functionality has been updated between r3 and r4 and requires changing to the init files or raws, we need to adjust them as well.

See this thread on some of the changes we need to make to RAWs.


Here's a checklist from @Meph248 .

  • Use the ticky if you've updated/checked the raw reaction
  • Comment (either by 'editing' this node or as a comment in this thread) if you've tested one.
    • Stables: Uses fov code. Checked working by @pjf.
    • Golem from Dwarf:
    • Golem activation:
    • Golem Training:
    • Turret Training:
    • Turret/Landmine Spawning:
    • Colosseum:
    • Guardian of Armok:
    • Temple reactions (slayrace):
    • Red Marker in Archeologist:
    • Pet Armoring:
    • Pet Training:
    • Megabeast Spawning:
    • Combat Training from Megabeast Soul:
    • Training from Libraries:
    • Mages:
    • Misc Magic reaction, like weather:
    • FB spawning:
    • Demon spawning:
    • Pet spawning from trader:
    • Town Portal:
    • Alchemist Water/Magma Spawning:
    • Music:
    • Speeches:
    • Guild: Multiple reports that they work on forums, but we should review code. -- @pjf
    • Military Groups:

Obscure syndrome names.

Syndromes which share the same names should be re-named with unique descriptions.

For example, interaction_biology.txt has sets of ' Biology Interaction' syndromes, which should be re-named to identify what bonus the syndrome is actually giving (double damage, no stun, etc.)

This is also an issue with the speaker's podium; all speeches simply give "inspired by a speech (permanent)".

These changes are mostly to provide easy identification for the syndromes/reactions when viewing them with things like dfhack and dwarf therapist.

Figure out what's going on with r3/4e guilds

There have been multiple reports on the forums using the upstream/r3 builds seems to be complaining that they can't turn citizens into guild members.

It'd be great to know what's causing these headaches. Hidden castes? Diseases? Something else?

It'd also be good to know if DFHack r4 fixes these, since it has a rewritten autosyndrome functionality (and guild transformations seem to be working fine there).

In game labor manager is missing

See the bug report here.

Hopefully this is just a matter of finding the plug-in and enabling it, but it could be that we don't yet have this plug-in for R4. Investigation needed.

Rebalance: Medicine reaction should produce less medicine

The distillery and brewery convert one stack of plants into 5 or 6 drinks respectively. The medicine reaction produces ten drinks from two plants.

Consequently, there's very little reason to produce anything other than medicine, especially because doing this also trains diagnosis (which is normally tricky to change).

This should be rebalanced so that the medicine reaction produces less drinks, rather than more.

Remove requirement on mithril boulders in druid codexes

Druid codexes require mithril boulders to create. That's fine if you have it on your map, but traders and elves usually bring more refined mithril products. Sorcerer, frostskald, and oracle codexes are much easier to create for mid-game players, using mostly bars that are common smelted/recycled/traded for.

The druid codex also requires saplings, which require trading or tree-farms, meaning a player who remembers to bring acorns will have an easy time, and a player who forgets will have a hard time. I'm tempted to replace this with requiring logs, since one refines saplings into wood anyway.

Blood may be a possible thematic reagent to add, while not being too hard to obtain.

Orcs need a way to process mutilated corpses and megabeasts

Dwarves get all sorts of goodies from mutilated corpses and megabeasts, including clockwork gears (which IIRC orcs actually use in some reactions) and souls.

Orcs should get this too.

Previously the beastlab (now the 'research lab') provided these reactions, but they have been lost due to code drift:

[PERMITTED_BUILDING:BEASTLAB2]
[PERMITTED_REACTION:COMBINE_ESSENCE]
[PERMITTED_REACTION:CONTAINER_ESSENCE]
PERMITTED_REACTION:CLOCKWORKS
[PERMITTED_REACTION:BRAINS_AND_JARS]
[PERMITTED_REACTION:LOOT]
[PERMITTED_REACTION:CLEAN_ESSENCE]
[PERMITTED_REACTION:TRAIN_BEAST_CROSSBOW]
[PERMITTED_REACTION:TRAIN_BEAST_AXE]
[PERMITTED_REACTION:TRAIN_BEAST_HAMMER]
[PERMITTED_REACTION:TRAIN_BEAST_MACE]
[PERMITTED_REACTION:TRAIN_BEAST_SWORD]
[PERMITTED_REACTION:TRAIN_BEAST_SPEAR]
[PERMITTED_REACTION:TRAIN_BEAST_LASHER]
[PERMITTED_REACTION:TRAIN_BEAST_PIKEMAN]
[PERMITTED_REACTION:TRAIN_BEAST_DAGGER]
[PERMITTED_REACTION:TRAIN_BEAST_WRESTLING]
[PERMITTED_REACTION:TRAIN_BEAST_SHIELD]
[PERMITTED_REACTION:TRAIN_BEAST_ARMOR]
[PERMITTED_REACTION:TRAIN_BEAST_DODGE]
[PERMITTED_REACTION:TRAIN_BEAST_MELEE_COMBAT]
[PERMITTED_REACTION:TRAIN_BEAST_RANGED_COMBAT]

Have orcish raids trigger sieges

Orcish raids are currently very low-risk. I would like them to run the risk of triggering sieges.

I tried (and failed) to implement that here, but with a little DFHack coding it should be possible to do this in elegant fashion.

Settings program is slow

In trying to track down another bug, I noticed that the current settings program is significantly slower (on all screens) than the one that was bundled with 4e. At least it's slower when running under wine, but I assume from mentions in the forum threads it's also slow when running under a native OS as well.

I have no idea what's causing the slow-down, but I'm raising this issue as it means we have a known point in time (4e) when it was running swiftly.

(Looking at @splintermind here with big adorable eyes in case he spots an obvious cause of slowness, and/or has access to a profiler.)

Typos: [untouched], golbins, and billy goat whiskers

  • Fix inorganic_stone_soil.txt
  • Fix GOLBINS
  • Fix goats
  • Fix elves
  • Fix !NOMORECLOTH!

inorganic_stone_soil.txt (needs to be fixed in graphics packs as well)

  • change ///[UNTOUCHED]/// (two instances) with normal comments, it's currently trying to read it as a token due to the square brackets
  • change INORGANIC:_CLAY to INORGANIC:CLAY in [LOAM]

default_entity.txt

  • replace GOLBIN with GOBLIN

creature_domestic.txt

  • the [SET_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS] in [GOAT] seems to be wrong. when generating a world, you'll get an error that the color couldn't be applied, which normally indicates the token is incorrect. i've been unable to resolve this one.

entity_elf.txt and entity_elf_evil.txt:

  • it appears elves and evil elves will never siege due to 0 for:
PROGRESS_TRIGGER_POP_SIEGE
PROGRESS_TRIGGER_PROD_SIEGE
PROGRESS_TRIGGER_TRADE_SIEGE

multiple entity files

  • lines prefixed with !NOMORECLOTH! can all be removed as it's an option no longer used (verified with Meph)

Fix more of less leather types values...

should be VERY easy.

Determine a standardized value (probably look up 4c leather embark costs)
go into the creature:leather_ whatever it's called.

update value by using [material_value:x]

or modify the value in material_templates.

as is, scaleplate is better than tough leather, but less expensive.

Announcements on orc and kobold forays

Orcs and kobolds go and steal things from other civs. Announcements of there results would be nice. See the announcement.lua script for making these.

Add "raid farmlands for food" to orcish raids

Orcs farming food doesn't feel right. They're hunters and raiders, not peasants.

I'd like to add a 'raid farmlands for food' reaction to the raider's dock. I would be inclined to make this cheaper than other reactions, with a higher rate of success, but still a chance of generating an ambush or other attack (although probably not sieges).

This would allow players who wish to roleplay a hunting/raiding orcish race the ability to do without farms, and possibly breweries, instead relying upon hunting, raiding, foraging, and trade for food.

Fix all missing reactions

As mentioned in this comment there are a lot of reactions which are defined in entity files, but not mentioned anywhere. These should be updated, defined, or removed as appropriate:

== Permitted, but not defined (BUGS!) ==

  • ACID_AMMO (entity_dwarf_evil.txt)
  • ARMORPLATE (entity_dwarf_evil.txt entity_human.txt)
  • BADTHOUGHTS_KOBOLD (entity_kobold_camp.txt)
  • BATCH_CLAY_CABINET (entity_kobold_camp.txt)
  • BATCH_CLAY_CAGE (entity_kobold_camp.txt)
  • BATCH_CLAY_CHEST (entity_kobold_camp.txt)
  • BATCH_CLAY_COFFIN (entity_kobold_camp.txt)
  • BATCH_CLAY_DOOR (entity_kobold_camp.txt)
  • BATCH_CLAY_STATUE (entity_kobold_camp.txt)
  • BATCH_CLAY_TABLE (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_ANIMAL_TRAP (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_ARMORSTAND (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_BARREL (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_BED (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_BIN (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_BRAZIER (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_BUCKET (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_CANDELABRA (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_FIREPLACE (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_FLOODGATE (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_GRATE (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_HATCH_COVER (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_MILLSTONE (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_QUERN (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_SLAB (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_SPLINT (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_TUBE_SECTION (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_VIALS (entity_kobold_camp.txt)
  • BATCH_CRAFT_CLAY_WEAPONRACK (entity_kobold_camp.txt)
  • BATCH_MAKE_CLAY_CHAIR (entity_kobold_camp.txt)
  • BATCH_MECHANISMS_CLAY (entity_kobold_camp.txt)
  • BAYONET (entity_default.txt entity_dwarf_evil.txt)
  • BAYONET_2 (entity_dwarf_evil.txt entity_human.txt)
  • BAYONET_AIRGUN (entity_dwarf_evil.txt)
  • BAYONET_RIFLE (entity_dwarf_evil.txt)
  • BILLON_MAKING (entity_drow_evil.txt)
  • BLOOD_AMMO (entity_dwarf_evil.txt)
  • BLUEPRINT_alarm siren_ONE (entity_default.txt)
  • BLUEPRINT_finishing forge_ONE (entity_default.txt)
  • BLUEPRINT_printing press_ONE (entity_default.txt)
  • BONECHIPPER (entity_kobold_camp.txt)
  • BONE_FAKE_MAKE_BONE_SHIELD (entity_default.txt)
  • BRASS_MAKING (entity_orc.txt)
  • BRONZE_BULLET2 (entity_default.txt entity_dwarf_evil.txt)
  • BRONZE_MAKING (entity_orc.txt)
  • BURN_CORPSE (entity_default.txt)
  • BURN_CORPSE2 (entity_default.txt)
  • BUTCHER_MEGABEAST_CHIMERA (entity_default.txt entity_orcfort_taigaorc.txt)
  • BUTCHER_MEGABEAST_CURSED_BLACKSMITH (entity_default.txt entity_orcfort_taigaorc.txt)
  • BUTCHER_MEGABEAST_NIGHT_MAIDEN (entity_default.txt entity_orcfort_taigaorc.txt)
  • BUY_MASTERPIECE_D (entity_default.txt)
  • CLEAN_ESSENCE (entity_default.txt entity_kobold_camp.txt)
  • COLD_ALUMINUM (entity_default.txt)
  • COLD_BISMUTH (entity_default.txt)
  • COLD_COPPER1 (entity_default.txt)
  • COLD_COPPER3 (entity_default.txt)
  • COLD_GOLD (entity_default.txt)
  • COLD_IRON (entity_default.txt)
  • COLD_NICKEL (entity_default.txt)
  • COLD_PLATINUM (entity_default.txt)
  • COLD_SILVER (entity_default.txt)
  • COLD_ZINC (entity_default.txt)
  • COLOSSUS (entity_default.txt)
  • CONTAINER_ESSENCE (entity_default.txt entity_kobold_camp.txt)
  • COPPER_ARMORPLATE (entity_dwarf_evil.txt)
  • COPPER_BAYONET (entity_dwarf_evil.txt)
  • COPPER_MAKING_BATCH1 (entity_default.txt)
  • COPPER_MAKING_BATCH3 (entity_default.txt)
  • CRAFT_ARMORSTAND_BLOCK (entity_default.txt)
  • CRAFT_CABINET_BLOCK (entity_default.txt)
  • CRAFT_CHAIR_BLOCK (entity_default.txt)
  • CRAFT_CHEST_BLOCK (entity_default.txt)
  • CRAFT_CLAY_BARREL (entity_kobold_camp.txt)
  • CRAFT_COFFIN_BLOCK (entity_default.txt)
  • CRAFT_DECOY (entity_default.txt)
  • CRAFT_DOOR_BLOCK (entity_default.txt)
  • CRAFT_GEM_TOOL_PESTLE (entity_default.txt)
  • CRAFT_NETHER_MAGMATANKER (entity_orcfort_taigaorc.txt)
  • CRAFT_ROCK_ANIMAL_TRAP (entity_dwarf_evil.txt)
  • CRAFT_ROCK_ANVIL (entity_dwarf_evil.txt)
  • CRAFT_ROCK_AXE (entity_dwarf_evil.txt)
  • CRAFT_ROCK_BRAZIER (entity_default.txt)
  • CRAFT_ROCK_BUCKET (entity_dwarf_evil.txt)
  • CRAFT_ROCK_CANDELABRA (entity_default.txt)
  • CRAFT_ROCK_FIREPLACE (entity_default.txt)
  • CRAFT_ROCK_GIANT_AXE_BLADE (entity_default.txt entity_dwarf_evil.txt)
  • CRAFT_ROCK_INSTRUMENT_RANDOM (entity_default.txt)
  • CRAFT_ROCK_MAUL (entity_dwarf_evil.txt)
  • CRAFT_ROCK_MECHANISM (entity_dwarf_evil.txt)
  • CRAFT_ROCK_MECHANISM_MAGMASAFE (entity_dwarf_evil.txt)
  • CRAFT_ROCK_PICK (entity_dwarf_evil.txt)
  • CRAFT_ROCK_SPEAR (entity_dwarf_evil.txt)
  • CRAFT_ROCK_SPLINT (entity_dwarf_evil.txt)
  • CRAFT_ROCK_TOY_RANDOM (entity_default.txt)
  • CRAFT_ROCK_VIALS (entity_dwarf_evil.txt)
  • CRAFT_TABLE_BLOCK (entity_default.txt)
  • CRAFT_WEAPONRACK_BLOCK (entity_default.txt)
  • CRATE_BOOK (entity_default.txt entity_orcfort_taigaorc.txt)
  • CRATE_BULLET1 (entity_default.txt entity_orcfort_taigaorc.txt)
  • CRATE_PISTOL (entity_default.txt)
  • CRATE_RIFLE (entity_default.txt)
  • CRATE_SLADE (entity_default.txt)
  • CREATURE_ARMOR (entity_default.txt)
  • CREATURE_ARMOR_IRON (entity_default.txt)
  • CUT_LARGEGEM_GEM (entity_dwarf_evil.txt)
  • DART (entity_dwarf_evil.txt)
  • DART_THROWER (entity_dwarf_evil.txt)
  • DART_UPGRADE (entity_dwarf_evil.txt)
  • DECOY (entity_default.txt)
  • DECO_BRAZIER (entity_default.txt entity_kobold_camp.txt)
  • DECO_CHANDELIER (entity_default.txt entity_kobold_camp.txt)
  • ELECTRUM_MAKING (entity_drow_evil.txt)
  • EMBASSY_TITLE3 (entity_default.txt)
  • EMBASSY_TITLE4 (entity_default.txt)
  • EMBASSY_TITLE5 (entity_default.txt)
  • ENCRUST_WEAPON_SCIMITAR (entity_default.txt)
  • FIRE_AMMO (entity_dwarf_evil.txt)
  • GEM_SCIMITAR (entity_default.txt)
  • GEM_SHIELD (entity_dwarf_evil.txt)
  • GLAZE_CRAFT (entity_drow.txt entity_drow_evil.txt entity_orcfort_taigaorc.txt)
  • GLAZE_CRAFT_ASH (entity_orcfort_taigaorc.txt)
  • GLAZE_CRAFT_DICHROME (entity_orcfort_taigaorc.txt)
  • GLAZE_CRAFT_POLYCHROME (entity_orcfort_taigaorc.txt)
  • GLAZE_JUG (entity_drow.txt entity_drow_evil.txt entity_orcfort_taigaorc.txt)
  • GLAZE_JUG_ASH (entity_orcfort_taigaorc.txt)
  • GLAZE_JUG_DICHROME (entity_orcfort_taigaorc.txt)
  • GLAZE_JUG_POLYCHROME (entity_orcfort_taigaorc.txt)
  • GLAZE_LARGE_POT (entity_drow.txt entity_drow_evil.txt entity_orcfort_taigaorc.txt)
  • GLAZE_LARGE_POT_ASH (entity_orcfort_taigaorc.txt)
  • GLAZE_LARGE_POT_DICHROME (entity_orcfort_taigaorc.txt)
  • GLAZE_LARGE_POT_POLYCHROME (entity_orcfort_taigaorc.txt)
  • GLAZE_STATUE (entity_drow.txt entity_drow_evil.txt entity_orcfort_taigaorc.txt)
  • GLAZE_STATUE_ASH (entity_orcfort_taigaorc.txt)
  • GLAZE_STATUE_DICHROME (entity_orcfort_taigaorc.txt)
  • GLAZE_STATUE_POLYCHROME (entity_orcfort_taigaorc.txt)
  • GOLD_ARMORPLATE (entity_dwarf_evil.txt)
  • GOLD_BAYONET (entity_dwarf_evil.txt)
  • ICE_AMMO (entity_dwarf_evil.txt)
  • IRON_ARMORPLATE (entity_dwarf_evil.txt)
  • IRON_BAYONET (entity_dwarf_evil.txt)
  • IRON_BULLET2 (entity_default.txt entity_dwarf_evil.txt)
  • IRON_MAKING (entity_orc.txt)
  • KOBOLD_BREAK_DOWN_WOODEN_CORKSCREW (entity_kobold_camp.txt)
  • KOBOLD_BREAK_DOWN_WOODEN_SPIKE (entity_kobold_camp.txt)
  • KOBOLD_BREAK_DOWN_WOODEN_SPIKED_BALL (entity_kobold_camp.txt)
  • KOBOLD_COOK_CRITTER (entity_kobold_camp.txt)
  • KOBOLD_CRATE_BOOK (entity_kobold_camp.txt)
  • KOBOLD_DIG_STONE_44 (entity_kobold_camp.txt)
  • KOBOLD_DIG_STONE_51 (entity_kobold_camp.txt)
  • KOBOLD_MAKE_CINDER_BATCH_KOBOLD (entity_kobold_camp.txt)
  • KOBOLD_MAKE_CINDER_BATCH_KOBOLD_BATCH (entity_kobold_camp.txt)
  • KOBOLD_MAKE_CLAY_BRICKS_KOBOLD_BATCH (entity_kobold_camp.txt)
  • KOBOLD_MAKE_CLAY_BULLET_KOBOLD_BATCH (entity_kobold_camp.txt)
  • KOBOLD_MAKE_CLAY_SLAB (entity_kobold_camp.txt)
  • KOBOLD_MAKE_LAMELLAR_BONE (entity_kobold_camp.txt)
  • KOBOLD_MAKE_POISON_BATCH_2 (entity_kobold_camp.txt)
  • KOBOLD_MAKE_POISON_BATCH_BONE_2 (entity_kobold_camp.txt)
  • KOBOLD_MAKE_POISON_BATCH_SW_2 (entity_kobold_camp.txt)
  • KOBOLD_MAKE_POISON_BATCH_SW_BONE_2 (entity_kobold_camp.txt)
  • KOBOLD_PREPARE_TREASURE_10 (entity_kobold_camp.txt)
  • KOBOLD_PREPARE_TREASURE_8 (entity_kobold_camp.txt)
  • KOBOLD_PREPARE_TREASURE_9 (entity_kobold_camp.txt)
  • KOBOLD_PRODUCE_LEATHER_BEDDING (entity_kobold_camp.txt)
  • KOBOLD_TRAIN_ARMOR (entity_kobold_camp.txt)
  • KOBOLD_WOOD_PLANKS (entity_kobold_camp.txt)
  • KOBOLD_WOOD_PLANKS_SCRAP (entity_kobold_camp.txt)
  • LEAD_BULLET2 (entity_default.txt entity_dwarf_evil.txt)
  • MAGES_GUILD_HINT (entity_default.txt)
  • MAGMA_METAL_MECHANISM (entity_default.txt)
  • MAGMA_SCIMITAR (entity_default.txt)
  • MAKE_ARROWS_ONE (entity_default.txt)
  • MAKE_ARROWS_THREE (entity_default.txt)
  • MAKE_ARROWS_TWO (entity_default.txt)
  • MAKE_BOLTS_ONE (entity_default.txt)
  • MAKE_BOLTS_THREE (entity_default.txt)
  • MAKE_BOLTS_TWO (entity_default.txt)
  • MAKE_BOTTLE_WATER (entity_default.txt)
  • MAKE_BPOWDER_P (entity_dwarf_evil.txt)
  • MAKE_BPOWDER_S (entity_dwarf_evil.txt)
  • MAKE_CHROME (entity_dwarf_evil.txt)
  • MAKE_CLAY_BRICKS (entity_drow.txt entity_drow_evil.txt entity_dwarf_evil.txt entity_kobold_camp.txt entity_orcfort_taigaorc.txt)
  • MAKE_CLAY_CRAFTS (entity_drow.txt entity_drow_evil.txt entity_dwarf_evil.txt entity_kobold_camp.txt entity_orcfort_taigaorc.txt)
  • MAKE_CLAY_HIVE (entity_dwarf_evil.txt entity_kobold_camp.txt entity_orcfort_taigaorc.txt)
  • MAKE_CLAY_JUG (entity_drow.txt entity_drow_evil.txt entity_dwarf_evil.txt entity_kobold_camp.txt entity_orcfort_taigaorc.txt)
  • MAKE_CLAY_STATUE (entity_drow.txt entity_drow_evil.txt entity_dwarf_evil.txt entity_kobold_camp.txt entity_orcfort_taigaorc.txt)
  • MAKE_COBALT (entity_dwarf_evil.txt)
  • MAKE_GLAZE_NC_ORE (entity_orcfort_taigaorc.txt)
  • MAKE_GLAZE_ORE (entity_orcfort_taigaorc.txt)
  • MAKE_GLAZE_U_ORE (entity_orcfort_taigaorc.txt)
  • MAKE_GLAZE_WHITE (entity_orcfort_taigaorc.txt)
  • MAKE_JAVELINS_ONE (entity_default.txt entity_dwarf_evil.txt)
  • MAKE_JAVELINS_THREE (entity_default.txt entity_dwarf_evil.txt)
  • MAKE_JAVELINS_TWO (entity_default.txt entity_dwarf_evil.txt)
  • MAKE_LAMELLAR_BONE (entity_default.txt)
  • MAKE_LARGE_CLAY_POT (entity_drow.txt entity_drow_evil.txt entity_dwarf_evil.txt entity_kobold_camp.txt entity_orcfort_taigaorc.txt)
  • MAKE_MITHRIL (entity_dwarf_evil.txt)
  • MAKE_SLADE (entity_dwarf_evil.txt)
  • MAKE_SOAP (entity_orc.txt)
  • MAKE_TITANIUM (entity_dwarf_evil.txt)
  • MAKE_TOOL_PRINTING_PLATE (entity_default.txt)
  • MAKE_WOLFRAM (entity_dwarf_evil.txt)
  • MASTERPIECE_SELL_D (entity_default.txt)
  • MUTATE_CHANGELING_KOBOLD (entity_kobold_camp.txt)
  • MUTATE_KOBOLD_SKILL (entity_kobold_camp.txt)
  • MUTATE_SPRITE_D (entity_default.txt)
  • MUTATE_SPRITE_KOBOLD (entity_kobold_camp.txt)
  • NECROMANCERS_CRYPT_SKILL_DWARF (entity_default.txt)
  • PRINT_STACK_JOURNAL (entity_default.txt)
  • PRINT_STACK_LISTS (entity_default.txt)
  • PRINT_STACK_PAMPHLET (entity_default.txt)
  • PRINT_STACK_POEM (entity_default.txt)
  • PRINT_STACK_POSTER (entity_default.txt)
  • PRINT_STACK_PRAYER (entity_default.txt)
  • PRINT_STACK_REPORT (entity_default.txt)
  • PRINT_TOME_COMBAT_MELEE (entity_default.txt)
  • PRINT_TOME_COMBAT_RANGED (entity_default.txt)
  • PRINT_TOME_CRAFTING (entity_default.txt)
  • PRINT_TOME_DEFENSE (entity_default.txt)
  • PRINT_TOME_FARMING (entity_default.txt)
  • PRINT_TOME_KITCHEN (entity_default.txt)
  • PRINT_TOME_MEDICAL (entity_default.txt)
  • PRINT_TOME_MENTAL (entity_default.txt)
  • PRINT_TOME_PHILOSOPHY (entity_default.txt)
  • PRINT_TOME_SIEGE (entity_default.txt)
  • PRINT_TOME_SMITHING (entity_default.txt)
  • PRINT_TOME_TACTIC (entity_default.txt)
  • PROCESS_NATIVE_COPPER (entity_default.txt entity_kobold_camp.txt entity_orcfort_taigaorc.txt)
  • PROCESS_TETRAHEDRITE (entity_default.txt entity_kobold_camp.txt entity_orcfort_taigaorc.txt)
  • PROCESS_VANADINITE (entity_default.txt entity_kobold_camp.txt entity_orcfort_taigaorc.txt)
  • RESEARCH_LABORATORY_FINISHINGFORGE_STEP_ONE (entity_default.txt)
  • RESEARCH_LABORATORY_FINISHINGFORGE_STEP_THREE (entity_default.txt)
  • RESEARCH_LABORATORY_FINISHINGFORGE_STEP_TWO (entity_default.txt)
  • RESEARCH_LABORATORY_PRINTINGPRESS_STEP_FIVE (entity_default.txt)
  • RESEARCH_LABORATORY_PRINTINGPRESS_STEP_FOUR (entity_default.txt)
  • RESEARCH_LABORATORY_PRINTINGPRESS_STEP_ONE (entity_default.txt)
  • RESEARCH_LABORATORY_PRINTINGPRESS_STEP_THREE (entity_default.txt)
  • RESEARCH_LABORATORY_PRINTINGPRESS_STEP_TWO (entity_default.txt)
  • RESEARCH_LABORATORY_SIREN_STEP_THREE (entity_default.txt)
  • RESEARCH_LABORATORY_SIREN_STEP_TWO (entity_default.txt)
  • RHENAYAS_DROW_MITHRAL_MAKING (entity_drow_evil.txt)
  • RHENAYAS_MAKE_DARKLIGHT_METAL (entity_drow_evil.txt)
  • RHENAYAS_MELT_ILUMENITE (entity_drow_evil.txt)
  • RHENAYAS_MELT_RUTILE (entity_drow_evil.txt)
  • ROCK_SCIMITAR (entity_default.txt)
  • RUNE (entity_dwarf_evil.txt entity_human.txt)
  • RUNE2 (entity_dwarf_evil.txt)
  • SACRIFICE (entity_default.txt)
  • SACRIFICE_LIFE_MAGMA_REWARD (entity_default.txt)
  • SACRIFICE_LIFE_REWARD (entity_default.txt)
  • SACRIFICE_WARLOCK_AMULET (entity_default.txt)
  • SACRIFICE_WARLOCK_DEMONIC (entity_default.txt)
  • SACRIFICE_WARLOCK_FETISH (entity_default.txt)
  • SACRIFICE_WARLOCK_RING (entity_default.txt)
  • SACRIFICE_WARLOCK_TAROT (entity_default.txt)
  • SCARECROW (entity_default.txt)
  • SCIMITAR_UPGRADE_ONE (entity_default.txt entity_dwarf_evil.txt)
  • SCRAPWOOD_MAKING_KOBOLD (entity_kobold_camp.txt)
  • SILVER_ARMORPLATE (entity_dwarf_evil.txt)
  • SILVER_BAYONET (entity_dwarf_evil.txt)
  • SILVER_BULLET2 (entity_default.txt entity_dwarf_evil.txt)
  • SKILL_BONEFURNACE_KOBOLD (entity_kobold_camp.txt)
  • SKILL_GREATOVEN_KOBOLD (entity_kobold_camp.txt)
  • SKILL_PRINTING_DWARF (entity_default.txt)
  • SKILL_TANNING (entity_default.txt)
  • SLADE_BOULDER2 (entity_default.txt)
  • SMELT_CHROME (entity_dwarf_evil.txt)
  • SMELT_COBALT (entity_dwarf_evil.txt)
  • SMELT_MITHRIL (entity_dwarf_evil.txt)
  • SMELT_SLADE (entity_dwarf_evil.txt)
  • SMELT_TITANIUM (entity_dwarf_evil.txt)
  • SMELT_WOLFRAM (entity_dwarf_evil.txt)
  • SPATTER_ADD_KOBOLD_SPATTER_ADD_ARROWS_SHADOW (entity_kobold_camp.txt)
  • SPATTER_ADD_KOBOLD_SPATTER_ADD_WEAPON_SHADOW (entity_kobold_camp.txt)
  • SPATTER_ADD_RUNES_ADD_WEAPON_IRIDIUM_ORC (entity_orcfort_taigaorc.txt)
  • STEEL_AIRGUN (entity_dwarf_evil.txt)
  • STEEL_ARMORPLATE (entity_dwarf_evil.txt)
  • STEEL_BAYONET (entity_dwarf_evil.txt)
  • STEEL_BULLET2 (entity_default.txt entity_dwarf_evil.txt)
  • STEEL_RIFLE (entity_dwarf_evil.txt)
  • STRONG_ACID_AMMO (entity_dwarf_evil.txt)
  • STRONG_BLOOD_AMMO (entity_dwarf_evil.txt)
  • STRONG_FIRE_AMMO (entity_dwarf_evil.txt)
  • STRONG_ICE_AMMO (entity_dwarf_evil.txt)
  • STRONG_TOXIC_AMMO (entity_dwarf_evil.txt)
  • STUD (entity_dwarf_evil.txt)
  • TETRAHEDRITE_ORC (entity_orcfort_taigaorc.txt)
  • THATCH_BED (entity_default.txt)
  • THATCH_BIN (entity_default.txt)
  • THATCH_CHAIR (entity_default.txt)
  • THATCH_CRAFT (entity_default.txt)
  • TOXIC_AMMO (entity_dwarf_evil.txt)
  • TRAIN_ALCHEMY_BOOK (entity_default.txt)
  • TRAIN_ALCHEMY_MASTERPIECE (entity_default.txt)
  • TRAIN_ANIMALCARE_BOOK (entity_default.txt)
  • TRAIN_ANIMALCARE_MASTERPIECE (entity_default.txt)
  • TRAIN_BEAST_ARMOR (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_AXE (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_BLOWGUN (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_BOW (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_CROSSBOW (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_DAGGER (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_DODGE (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_HAMMER (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_LASHER (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_MACE (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_MELEE_COMBAT (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_PIKEMAN (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_RANGED_COMBAT (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_SHIELD (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_SPEAR (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEAST_SWORD (entity_default.txt entity_kobold_camp.txt)
  • TRAIN_BEEKEEPING_BOOK (entity_default.txt)
  • TRAIN_BEEKEEPING_MASTERPIECE (entity_default.txt)
  • TRAIN_CHEESEMAKING_BOOK (entity_default.txt)
  • TRAIN_CHEESEMAKING_MASTERPIECE (entity_default.txt)
  • TRAIN_DISSECT_FISH_BOOK (entity_default.txt)
  • TRAIN_DISSECT_FISH_MASTERPIECE (entity_default.txt)
  • TRAIN_DISSECT_VERMIN_BOOK (entity_default.txt)
  • TRAIN_DISSECT_VERMIN_MASTERPIECE (entity_default.txt)
  • TRAIN_FISH_BOOK (entity_default.txt)
  • TRAIN_FISH_MASTERPIECE (entity_default.txt)
  • TRAIN_MILK_BOOK (entity_default.txt)
  • TRAIN_MILK_MASTERPIECE (entity_default.txt)
  • TRAIN_MINING_BOOK (entity_default.txt)
  • TRAIN_MINING_MASTERPIECE (entity_default.txt)
  • TRAIN_POTASH_MAKING_BOOK (entity_default.txt)
  • TRAIN_POTASH_MAKING_MASTERPIECE (entity_default.txt)
  • TRAIN_PROCESSFISH_BOOK (entity_default.txt)
  • TRAIN_PROCESSFISH_MASTERPIECE (entity_default.txt)
  • TRAIN_PUMP_OPERATOR_BOOK (entity_default.txt)
  • TRAIN_PUMP_OPERATOR_MASTERPIECE (entity_default.txt)
  • TRAIN_SHEARING_BOOK (entity_default.txt)
  • TRAIN_SHEARING_MASTERPIECE (entity_default.txt)
  • TRAIN_TRAPPING_BOOK (entity_default.txt)
  • TRAIN_TRAPPING_MASTERPIECE (entity_default.txt)
  • TRANSMUTE_13 (entity_default.txt)
  • TRANSMUTE_ALUMINUM_BRONZE (entity_dwarf_evil.txt)
  • TRANSMUTE_BRONZE_ALUMINUM (entity_dwarf_evil.txt)
  • TRANSMUTE_COPPER_SILVER (entity_dwarf_evil.txt)
  • TRANSMUTE_GOLD_IRON (entity_dwarf_evil.txt)
  • TRANSMUTE_IRON_GOLD (entity_dwarf_evil.txt)
  • TRANSMUTE_PIG_IRON_TIN (entity_dwarf_evil.txt)
  • TRANSMUTE_PLATINUM_STEEL (entity_dwarf_evil.txt)
  • TRANSMUTE_SILVER_COPPER (entity_dwarf_evil.txt)
  • TRANSMUTE_STEEL_PLATINUM (entity_dwarf_evil.txt)
  • TRANSMUTE_TIN_PIG_IRON (entity_dwarf_evil.txt)
  • TRIBAL_MEETING_GROUNDS_TITLE5_KOBOLD (entity_kobold_camp.txt)
  • UG1 (entity_antmen.txt entity_gremlin.txt entity_troglodyte.txt)
  • VANADIUM_MAKING_BATCH (entity_default.txt)
  • WARD_CULT2 (entity_default.txt)
  • WEAK_ACID_AMMO (entity_dwarf_evil.txt)
  • WEAK_BLOOD_AMMO (entity_dwarf_evil.txt)
  • WEAK_FIRE_AMMO (entity_dwarf_evil.txt)
  • WEAK_ICE_AMMO (entity_dwarf_evil.txt)
  • WEAK_TOXIC_AMMO (entity_dwarf_evil.txt)
  • WICKER_BLOCK (entity_default.txt)

== Defined, but not permitted (WARNING) ==

  • ARTIFICER_CANNON (reaction_masterwork2.txt)
  • ARTIFICER_CANNON_BALLS (reaction_masterwork2.txt)
  • ARTIFICER_CANNON_BLADED (reaction_masterwork2.txt)
  • ARTIFICER_FIRECANNON (reaction_masterwork2.txt)
  • ARTIFICER_FIRECANNON_BLADED (reaction_masterwork2.txt)
  • ARTIFICER_FLAMETHROWER (reaction_masterwork2.txt)
  • ARTIFICER_FLAMETHROWER_BLADED (reaction_masterwork2.txt)
  • ARTIFICER_NETTHROWER (reaction_masterwork2.txt)
  • ARTIFICER_NETTHROWER_BLADED (reaction_masterwork2.txt)
  • ARTIFICER_STEAMGUARDIAN (reaction_masterwork2.txt)
  • ARTIFICER_STEAMPOWER (reaction_masterwork2.txt)
  • ARTIFICER_STEAMRUNNER (reaction_masterwork2.txt)
  • BLUEPRINT_STEP1 (reaction_masterwork2.txt)
  • BLUEPRINT_STEP10 (reaction_masterwork2.txt)
  • BLUEPRINT_STEP2 (reaction_masterwork2.txt)
  • BLUEPRINT_STEP3 (reaction_masterwork2.txt)
  • BLUEPRINT_STEP4 (reaction_masterwork2.txt)
  • BLUEPRINT_STEP5 (reaction_masterwork2.txt)
  • BLUEPRINT_STEP6 (reaction_masterwork2.txt)
  • BLUEPRINT_STEP7 (reaction_masterwork2.txt)
  • BLUEPRINT_STEP8 (reaction_masterwork2.txt)
  • BLUEPRINT_STEP9 (reaction_masterwork2.txt)
  • BLUEPRINT_biologist_ONE (reaction_masterwork2.txt)
  • BLUEPRINT_demons den_ONE (reaction_masterwork2.txt)
  • BLUEPRINT_gas disperser_ONE (reaction_masterwork2.txt)
  • BLUEPRINT_necromancers crypt_ONE (reaction_masterwork2.txt)
  • BLUEPRINT_tar pot_ONE (reaction_masterwork2.txt)
  • BLUEPRINT_vampire abode_ONE (reaction_masterwork2.txt)
  • BLUEPRINT_werebeasts lair_ONE (reaction_masterwork2.txt)
  • BONE_FAKE_MAKE_BONE_SHIELD1 (reaction_masterwork.txt)
  • BONE_FAKE_MAKE_BONE_SHIELD2 (reaction_masterwork.txt)
  • BONE_FAKE_MAKE_BONE_SHIELD3 (reaction_masterwork.txt)
  • CLOCKWORKS (reaction_masterwork.txt)
  • CRAFT_STONE_BARREL_ORC (reaction_orcfort.txt)
  • CRAFT_STONE_BIN_ORC (reaction_orcfort.txt)
  • CRAFT_WOOD_MILLSTONE (reaction_masterwork.txt)
  • CRAFT_WOOD_QUERN (reaction_masterwork.txt)
  • DROW_M (reaction_masterwork.txt)
  • DRUID_KOBOLD_LEARN_AIR (reaction_kobold.txt)
  • DRUID_KOBOLD_LEARN_EARTH (reaction_kobold.txt)
  • DRUID_KOBOLD_LEARN_FIRE (reaction_kobold.txt)
  • DRUID_KOBOLD_LEARN_WATER (reaction_kobold.txt)
  • DRY_HEART_VULTURE (reaction_masterwork.txt)
  • DWARF_MAKE_CINDER_BATCH (reaction_other.txt)
  • DWARF_PAINT_BLOCKS_PURPLE_DWARF (reaction_masterwork2.txt)
  • ELF_M (reaction_masterwork.txt)
  • EXCHANGE_COPPER_ORC (reaction_orcfort.txt)
  • FISH_LIVE (reaction_masterwork.txt)
  • FORCE_CARAVAN_DROW_M (reaction_masterwork2.txt)
  • FORCE_CARAVAN_ELF_M (reaction_masterwork2.txt)
  • FORCE_CARAVAN_HUMAN_M (reaction_masterwork2.txt)
  • FORCE_CARAVAN_KOBOLD_D (reaction_masterwork2.txt)
  • FORGE_GLASS_MAGMATANKER (reaction_orcfort.txt)
  • FROSTBRAND_1 (reaction_masterwork2.txt)
  • FROSTBRAND_2 (reaction_masterwork2.txt)
  • FURTHER_INSTRUCTIONS_MW (reaction_adv_masterwork.txt)
  • GEM_SHIELD_KITE (reaction_masterwork.txt)
  • GLASS_CRYSTAL_SHIELD_KITE (reaction_masterwork.txt)
  • GLASS_GREEN_SHIELD_KITE (reaction_masterwork.txt)
  • GLASS_SHIELD_KITE (reaction_masterwork.txt)
  • GOLEM_GOLD_LIFE_HAMMER (reaction_masterwork2.txt)
  • GREMLIN (reaction_masterwork.txt)
  • HUMAN_M (reaction_masterwork.txt)
  • INSTRUCTIONS_FOR_ADVFORT_MW (reaction_adv_masterwork.txt)
  • KOBOLD_CRAFT_BONE_SHOVEL (reaction_kobold.txt)
  • KOBOLD_CRAFT_WOOD_SHOVEL (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_ANIMAL_TRAP (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_ARMORSTAND (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_BED (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_BIN (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_BRAZIER (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_BRICKS (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_BUCKET (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_BULLET (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_CABINET (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_CAGE (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_CANDELABRA (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_CHAIR (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_CHEST (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_COFFIN (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_CRAFTS (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_DOOR (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_FIREPLACE (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_FLOODGATE (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_GRATE (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_HATCH_COVER (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_HIVE (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_JUG (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_LARGE_POT (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_MECHANISMS (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_MILLSTONE (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_QUERN (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_SLAB (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_SPLINT (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_STATUE (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_TABLE (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_TUBE_SECTION (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_VIALS (reaction_kobold.txt)
  • KOBOLD_DRY_CLAY_WEAPONRACK (reaction_kobold.txt)
  • KOBOLD_KILN_GYPSUMPLASTER_NUGGET (reaction_kobold.txt)
  • KOBOLD_MAKE_BONE_RATTLE (reaction_kobold.txt)
  • KOBOLD_MAKE_CLAY_CRAFTS (reaction_kobold.txt)
  • KOBOLD_MAKE_CLAY_HIVE (reaction_kobold.txt)
  • KOBOLD_MAKE_CLAY_JUG (reaction_kobold.txt)
  • KOBOLD_MAKE_CLAY_LARGE_POT (reaction_kobold.txt)
  • LUA_HOOK_MAKE_SITE3x3_MW (reaction_adv_masterwork.txt)
  • MAKE_ARROWS_THREE_GOLD (reaction_masterwork.txt)
  • MAKE_ARROWS_THREE_PLATINUM (reaction_masterwork.txt)
  • MAKE_ARROWS_THREE_SILVER (reaction_masterwork.txt)
  • MAKE_BOLTS_THREE_GOLD (reaction_masterwork.txt)
  • MAKE_BOLTS_THREE_PLATINUM (reaction_masterwork.txt)
  • MAKE_BOLTS_THREE_SILVER (reaction_masterwork.txt)
  • MAKE_IRONBONE_BONE_FAKE_ORC (reaction_masterwork.txt)
  • MAKE_JAVELINS_THREE_GOLD (reaction_masterwork.txt)
  • MAKE_JAVELINS_THREE_PLATINUM (reaction_masterwork.txt)
  • MAKE_JAVELINS_THREE_SILVER (reaction_masterwork.txt)
  • MAKE_PSYCHOACTIVE_DRINK_GAS (reaction_kobold.txt)
  • MAKE_SHARP_ROCK (reaction_other.txt)
  • MB_DESTROY_WOOD_001 (reaction_masterwork.txt)
  • MB_DESTROY_WOOD_002 (reaction_masterwork.txt)
  • MB_DESTROY_WOOD_003 (reaction_masterwork.txt)
  • MB_DESTROY_WOOD_004 (reaction_masterwork.txt)
  • MB_DESTROY_WOOD_005 (reaction_masterwork.txt)
  • MECHANISMS_WOOD (reaction_masterwork.txt)
  • MUTATE_CHANGLING_KOBOLD (reaction_kobold.txt)
  • ORC_BOLD_DWARF_MAKE_CINDER_BATCH (reaction_other.txt)
  • ORC_BOLD_GLAZE_CRAFT_ASH (reaction_other.txt)
  • ORC_BOLD_GLAZE_JUG_ASH (reaction_other.txt)
  • ORC_BOLD_GLAZE_LARGE_POT_ASH (reaction_other.txt)
  • ORC_BOLD_GLAZE_STATUE_ASH (reaction_other.txt)
  • PLATINUM_COINS_1000 (reaction_masterwork2.txt)
  • PLATINUM_COINS_2500 (reaction_masterwork2.txt)
  • PLATINUM_COINS_500 (reaction_masterwork2.txt)
  • REACT_FD_BRONZE (reaction_masterwork.txt)
  • REACT_FD_COPPER (reaction_masterwork.txt)
  • REACT_FD_IRON (reaction_masterwork.txt)
  • REACT_FD_SILVER (reaction_masterwork.txt)
  • REACT_FD_STEEL (reaction_masterwork.txt)
  • RESEARCH_LABORATORY_ARTIFICER_STEP_FIVE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_ARTIFICER_STEP_FOUR (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_ARTIFICER_STEP_ONE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_ARTIFICER_STEP_SEVEN (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_ARTIFICER_STEP_SIX (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_ARTIFICER_STEP_THREE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_ARTIFICER_STEP_TWO (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_BIOLOGY_STEP_FIVE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_BIOLOGY_STEP_FOUR (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_BIOLOGY_STEP_ONE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_BIOLOGY_STEP_THREE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_BIOLOGY_STEP_TWO (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_DEMON_STEP_FIVE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_DEMON_STEP_FOUR (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_DEMON_STEP_ONE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_DEMON_STEP_THREE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_DEMON_STEP_TWO (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_FLETCHER_STEP_ONE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_FLETCHER_STEP_THREE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_FLETCHER_STEP_TWO (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_GAS_STEP_ONE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_GAS_STEP_THREE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_GAS_STEP_TWO (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_NECROMANCY_STEP_FIVE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_NECROMANCY_STEP_FOUR (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_NECROMANCY_STEP_ONE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_NECROMANCY_STEP_THREE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_NECROMANCY_STEP_TWO (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_TARPITCH_STEP_ONE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_TARPITCH_STEP_THREE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_TARPITCH_STEP_TWO (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_VAMPIRE_STEP_FIVE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_VAMPIRE_STEP_FOUR (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_VAMPIRE_STEP_ONE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_VAMPIRE_STEP_THREE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_VAMPIRE_STEP_TWO (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_WEREBEAST_STEP_FIVE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_WEREBEAST_STEP_FOUR (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_WEREBEAST_STEP_ONE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_WEREBEAST_STEP_THREE (reaction_masterwork2.txt)
  • RESEARCH_LABORATORY_WEREBEAST_STEP_TWO (reaction_masterwork2.txt)
  • RESEARCH_SIFT (reaction_masterwork2.txt)
  • SACRIFICE_KOBOLD_16 (reaction_kobold.txt)
  • SEPARATE_BONE_KOBOLD_CRAFT_BONE_SHOVEL (reaction_kobold.txt)
  • SKILL_MILLING (reaction_library_system_masterwork.txt)
  • SMELT_ALUMINUM (reaction_masterwork.txt)
  • SMELT_BISMUTHINITE (reaction_masterwork.txt)
  • SMELT_CASSITERITE (reaction_masterwork.txt)
  • SMELT_GALENA (reaction_masterwork.txt)
  • SMELT_GARNIERITE (reaction_masterwork.txt)
  • SMELT_HEMATITE (reaction_masterwork.txt)
  • SMELT_MALACHITE (reaction_masterwork.txt)
  • SMELT_NATIVE_GOLD (reaction_masterwork.txt)
  • SMELT_NATIVE_PLATINUM (reaction_masterwork.txt)
  • SMELT_NATIVE_SILVER (reaction_masterwork.txt)
  • SMELT_SPHALERITE (reaction_masterwork.txt)
  • SPATTER_ADD_AMMO_HEX_MAD (reaction_kobold.txt)
  • SPATTER_ADD_AMMO_HEX_SICK (reaction_kobold.txt)
  • SPATTER_ADD_AMMO_HEX_SLOW (reaction_kobold.txt)
  • SPATTER_ADD_ARMORY_TRAP_ADAMANTINE (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_BRONZE (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_CHROME (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_COBALT (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_COPPER (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_GOLD (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_IRON (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_METEORIC (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_MITHRIL (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_ORICHALCUM_ORC (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_PEWTER (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_SILVER (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_STEEL (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_TITANIUM (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_TRAP_WOLFRAM (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_ADAMANTINE (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_BRONZE (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_CHROME (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_COBALT (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_COPPER (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_GOLD (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_IRON (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_METEORIC (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_MITHRIL (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_ORICHALCUM_ORC (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_PEWTER (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_SILVER (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_STEEL (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_TITANIUM (reaction_masterwork2.txt)
  • SPATTER_ADD_ARMORY_WEAPON_WOLFRAM (reaction_masterwork2.txt)
  • SPATTER_ADD_KOBOLD_MAKE_POISON_BATCH_2 (reaction_kobold.txt)
  • SPATTER_ADD_KOBOLD_MAKE_POISON_BATCH_BONE_2 (reaction_kobold.txt)
  • SPATTER_ADD_KOBOLD_MAKE_POISON_BATCH_SW_2 (reaction_kobold.txt)
  • SPATTER_ADD_KOBOLD_MAKE_POISON_BATCH_SW_BONE_2 (reaction_kobold.txt)
  • SPATTER_ADD_RUNES_ADD_WEAPON_ORICHALCUM_ORC (reaction_orcfort.txt)
  • SPATTER_ADD_TRAP_HEX_MAD (reaction_kobold.txt)
  • SPATTER_ADD_TRAP_HEX_SICK (reaction_kobold.txt)
  • SPATTER_ADD_TRAP_HEX_SLOW (reaction_kobold.txt)
  • TOBACCO_ANY (reaction_kobold.txt)
  • TOBACCO_BLADE_WEED (reaction_kobold.txt)
  • TOBACCO_CAVE_WHEAT (reaction_kobold.txt)
  • TOBACCO_LONGLAND (reaction_kobold.txt)
  • TOBACCO_PIG_TAIL (reaction_kobold.txt)
  • TOBACCO_QUARRY (reaction_kobold.txt)
  • TOBACCO_RAT_WEED (reaction_kobold.txt)
  • TOBACCO_SHADOW (reaction_kobold.txt)
  • TURTLE_LIVE (reaction_masterwork.txt)
  • WEATHER_CLEAR (reaction_masterwork2.txt)
  • WEATHER_FIRE (reaction_masterwork2.txt)
  • WEATHER_RAIN (reaction_masterwork2.txt)
  • WEATHER_SNOW (reaction_masterwork2.txt)
  • WORK_OUT2 (reaction_masterwork2.txt)
  • WORK_OUT3 (reaction_masterwork2.txt)

== Malformed headers ==

[ //This is commented code. You can place comments anywhere you like - it reads it all at the beginning and keeps it separated nicely. ] in [ ../Dwarf Fortress/raw/objects/Randomdat.txt ] is malformed

Some poisons exist but have no corresponding syndrome

Sun berry poison, glumprong resin poison and feather resin poison have reactions to make and apply them that do nothing (and slightly worse than nothing because they fill a barrel with unspecified liquid that can't be used). That is caused by corresponding poison materials (EXTRACTs) not being defined anywhere and corresponding SYNDROMEs not existing.

I wanted to correct that but I don't see an easy way to make "hurts cavern/good/evil creatures" syndromes without massive raw modification of adding poison reaction class tags to every second creature. Please, consider disabling broken toxicologist reactions for now.

Write a contributor's guide

MWDF-SWP (this repo) really needs a contributors guide for the github README. I'm sure there'd be lots of people willing to help fix bugs if they knew the steps how.

add stone crutch to stonecrafters workshop

and appropriate reactions to entities

say add to reaction_masterwork.txt

[REACTION:CRAFT_STONE_CRUTCH]
[NAME:Make rock crutch from block]
[BUILDING:GRINDER:CUSTOM_SHIFT_E]
[REAGENT:A:2:BLOCKS:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[PRODUCT:100:1:CRUTCH:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

and

[PERMITTED_REACTION:CRAFT_STONE_CRUTCH]

TO ENTITY_DEFAULT.TXT UNDER [ENTITY:MOUNTAIN]

Missing child/baby names.

TAME_GENIE, PEKYT, PEKYT_GIANT, MOTH_SILK, COCHINEAL, and BANE_SPIDER creatures in creature_pet_masterwork.txt are missing both GENERAL_CHILD_NAME and GENERAL_BABY_NAME tokens.

This is a minor issue which I noticed when debugging therapist, as those creature's offspring show up with no name.

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