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Gotta learn how to code lua before I touch magic!
Mithril and dwarfsteel are better than steel. Mithril is lighter and dwarfsteel is heavier
Orihalcum and titansteel are worse than divine metal but a lot better than steel. Orihalcum is very light and titansteel is very heavy
@chefodeath88 in my opinion a playable race really needs a core gameplay loop so it doesn't just play like a reskinned dwarf civ, which takes a lot of work. I've started on making a couple of races playable but they won't be ready for a while
I'll have an update for the mod shortly after the vanilla siege release!
Unfortunately it will break compatibility with older versions of FFF, so I'd suggest genning a new world once my update is out
Features will include:
- megabeast summons removed. The doom wolf (designed as a summoner megabeast) has been cut entirely
- necromancer changes removed. The skeleton summons they had will now spawn in evil areas as wildlife
- orcs now have a rare caste that are better than the base creature. Hopefully this will let them thrive in world gen a bit more. I also gave them trolls and ogres as siege animals
- lizardfolk now use metal-grade inscribed leather and bone instead of metal. These are technically metals the same way that enchanted wood is
I will also be looking at the new features and seeing how moddable they are. Repeater crossbow turrets will be a thing in vanilla but who else likes the sound of cannons?
One of the reasons goblins don't often get wiped is their demonic overlords. I cant do that for them, but maybe a mega orc caste would work?
I'll have to look at any new features and see how they fit in with the mod. Machine guns are definitely out of the question... but cannons are not! I'll just have to wait and see how they are coded
Adapting the new features from the siege update would be interesting to see. The short game play clip released by Kitfox featured a few things; the hammer wielding trolls that seem intended for destroying constructions, the rapid fire bolt throwers, and what seemed to squads led by a commander. Imagine a hand cannon siege engine, that would basically be a machine gun, however that may be outside the scope of your mod.
And after that update, the magic update may be next one since Lua is working so there's that to look forward to.
So let me know! Is there something that doesn't work properly? Is there something you don't like about the mod?
I do have a question; what are the Stoneguard Commanders and Deepwatch Wardens? How do they interact with the justice system? Thank you.
Does that mean there's a non 0% of a forgotten beast or titan to be made out of dwarfsteel/mithril?
That would be great. I want to make my own orc fortress.
Process unusual plants should be in the farmers workshop between Process plant (vial) and shear animal. I'm not sure why it isn't there forbyou
How do I make pure mithril instead of the impure mithril?
I can't seem to find the "process unusual plant" reaction at the farmers workshop, is this a bug on my end? Maybe I'm missing something? Only options I see are: make cheese, make sheet from plant, milk animal, process plant to bag, process plants, process plants (barrel), process plants (vial), shear animal, and spin thread.
A barrel with 7 water;
A bag with 3 dog bone powder;
and the yellow sand bags.
Worked for the 3 bone powder
Exceptional bayberry barrel with one unit of water;
Cave spider silk bag with yellow sand;
guineafow leather bag with 12 units of giant cow bone meal;
The reaction is not working with these items.
The good news the reaction is working now, the wierd news, I have 0 idea why it wasn't working
Are you sure it isn't just getting cancelled? If it isn't using the reagents it means that the reaction isn't actually being performed
You need a bag of bone meal, a bag of sand and some water in a bucket or barrel
I'll have a go at fixing it in the next update, but I'm not sure if I can do it for active forts
I think the scattering is probably just the new marksdwarf behaviour
Only issue I'm having is that the hand cannons don't seem to be working for me. The squad can equip them and pick up shells properly, but when stationed in response to enemies, they scatter like unarmed civilians. I tested them out against some released prisoners and they only started shooting like normal after I gave them a crossbow loadout instead. Also when I tried stationing the hand cannon squad to shoot a problematic visitor, nothing happened and the visitor turned aggressive immediately. This is the only content mod I'm running (rest are all QOL), and I'm not sure if it's something on my end, but I'd love to get some firearms going with the new ranged fix.
FFF cuts and redefines the dwarf civilisation raws, and it sounds like another mod you've added might do the same thing. Unfortunately they'll just be incompatible without a patch mod
What other mods are you using?