File Listing: CivMwForge v6.0 | ||||||||||||||||||||||||
Last Updated: Nov 19, 2013, 11:57:31 pm First Created: Nov 02, 2013, 05:19:48 pm Author: thistleknot
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Description
Based on https://dffd.bay12games.com/file.php?id=7596 I updated to v2.8 of civ forge and fixed a bunch of material templates... no more bug with grime (as 2.8 fixed it with a new sweat template) fixed v6.0.1 Added back in pants for various creatures Reduced stone/gems to accelerated levels Double checked everything. v6.0.2 Fixed poison, pearl creature_mat's v6.0.3 Fixed creature:insect chitin entries (avoid animal chitin materials and animal skin) Updated an entry on wood. V6.1 Shamelessly ripped off the wood and stone capabilities (into the craftsdwarf shop) from MWMod v4c... since it fits in with my wood savings. I removed some items that don't exist in vanilla/civ forge... The #'s one might have been used to before have been set to what MW4c uses V6.2 Included Tiered Leather, and Billy Jacks more of less mod Streamlined shells, scales, chitin, leather for stockpiles... Only dwarfs can build the new leathers v6.2.1 Updated creature:animal_leather's tiered leather tokens to represent leather_2: and so on vs leather: V6.2.2 (pending) Added PERMITTED REACTIONS FOR BURNING WOOD CHARCOAL FROM A WOOD BLOCK. Fixed some tiered leather upgrades missing proper animal_leather:leather_2 vs incorrect animal:leather_2 Designated name of animal_leather creature as * for easy designation in workflow ToDo Chitin armor upgrades (I changed reaction_class:skin to reaction_class:chitin for chitin for purposes of flagging it for tanning upgrades) Create a body_detail_plan for dragon_scale Remove colored shells from game so I can completely standardize shells. Merge some 4d material templates with this version Remove the item types that mw creatures can drop that don't match with civforge uses |
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Checksum / Hash | ||||||||||||||||||||||||
SHA-256: 54037f483f8242b5268e5a5fc5d23576089151b464df8812df653ce10052d410 | ||||||||||||||||||||||||
IP: logged Commands |
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