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Arrkhal Regular User Apr 11, 2010, 03:22:54 pm 1 2
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1  Arrkhal's weapon and material mod v0.3 Apr 13, 2010 0.07 381 Unrated 3,510 23.4 KB 5
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 Re: Arrkhal's weapon and material mod v (v 0.3)  » posted under Arrkhal's weapon and material mod v0.3 on Apr 16, 2010, 03:33:01 pm
caranha wrote:
Any stone with a "max edge" above a certain value will disappear from the "economic stones" list. Adding the "flux" attribute will make it appear again. Since you add a high "max edge" for so many stones, it makes them all disappear (except the flux ones)

It seems to be a bug with dwarf fortress itself, which is treating the "sharp edges" propriety wrongly. Reporting on bugtracker now.

I think you nailed the problem. Good job! :-D Looking at the resulting economic stones list again, it does appear that the very soft metals, like gold, tin, etc., that got modded down to a low max_edge, are the ones showing up on the economic stone list.
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 Re: Arrkhal's weapon and material mod v (v 0.3)  » posted under Arrkhal's weapon and material mod v0.3 on Apr 15, 2010, 03:23:19 pm
That's very bizarre. I didn't change kaolinite, and I'm not sure if I actually changed anything in inorganic_stone_mineral.txt at all. It might only be in there accidentally.

Just fired up my copy with my mod in it, and kaolinite isn't listed as an economic stone (though all stones can be used for sharp blades, since I made it so that all stones have a better max_edge; basalt, granite, etc., have been used as axe-heads in prehistoric times after all). Not sure what's causing the problem.
caranha wrote:
However, using it I have noticed something funny. Kaolinite is listed as an economic stone (dwarves can't build with it/it is listed as being able to build "sharp weapons"), but it is not listed in the economic stone menu, so I can't tell them to use it anyway. I did not have this problem under unmodded DF, so I wonder if something in this mod did it?
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