Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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?
Palette not found
Not found: data/installed_mods/FANTASTIC_FANTASY_FORTRESS(32)/graphics/images/dwarf/dwarf_body_palettes.png
I checked the folder and the file is definitely there so I'm not sure what the issue is
I have update all the ranged weapons to use the new weapon tokens, and have rebalanced them against vanilla crossbows. Siege crossbows, longbows and boomsticks are all much better but slower than crossbows and are roughly equally effective. Hand cannons are really slow but still very effective
Adds vanilla FB graphics back in. Changed empty bucket reaction to fill bucket reaction and added another empty bucket reaction. Fixed orihalcum production. Get seeds from "process unusual plants' reaction. Fixed unigoat wool. Fixed dragon summon caste names. Renamed cavern bee mead. Tweaked portraits to show helmets
New stuff! A reaction to grind bones to bonemeal, boil booze and extract the water from it and make flux boulders from bonemeal, sand and water. I also made a reaction to make thatch blocks from some plants
Blackpuff tincture is the toxic one
8 new plants, 4 have seeds
There is no readme (although that is a good idea), the mod description and the forum page are the best at the moment.
Orihalcum and titansteel are both adamantine alloys
1. Are there any new plants with seeds added? So I can adjust my seed cap.
2. Is there a document with relvenat infomation concerning the added weapons, tweaks, new materials? For example making orihalcum.
The load order that fixes this is:
1. Vanilla Weapon Overhaul
2. Fantastic Fantasy Fortress
3. VWO Patch - Fantastic Fantasy Fortress
If you mean creature graphics extended redux, then no it isn't
Hope everyone is enjoying the mod
- Slight nerf to orihalcum & titansteel, both are a bit worse than divine metal and can now be melted by dragonfire.
- Scales have been made tannable
- Tough leather for both normal leather and scales. This is obtained from large non-giant creatures (size 750000ish and up) as well as all giant creatures, and is around twice as tough as normal leather