Dwarf Fortress

Dwarf Fortress

Baja Blast Flavored Titanium
DikbutDaGrate  [developer] 4 Aug @ 5:00pm
Suggestions - Requests - Etc
Anything people would like to see in the mod - feel free to request here.
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Showing 1-4 of 4 comments
fiarill 7 Aug @ 5:59pm 
Human merchants arrived carrying some kind of material that immediately exploded and sent a giant wave of fire all the way across the map. This was very !!FUN!!, but I thought it might not be the intended behavior (if it is, I respect that and I will enjoy my giant fireball.) I like the idea of finding random explosive ores underground, (I had one that caught on fire after smelting) but maybe there should be some kind of limits on the properties of metals that merchants carry? Not sure if that's possible.
Originally posted by fiarill:
Human merchants arrived carrying some kind of material that immediately exploded and sent a giant wave of fire all the way across the map. This was very !!FUN!!, but I thought it might not be the intended behavior (if it is, I respect that and I will enjoy my giant fireball.) I like the idea of finding random explosive ores underground, (I had one that caught on fire after smelting) but maybe there should be some kind of limits on the properties of metals that merchants carry? Not sure if that's possible.
oh, there, same error i just commented on the main comments of the mod lmao, yea its 100% not intended and i fixed it myself with some tinkering, if u wanna do it urself heres a quickfix u can do:

search for this string in the main script of the mod (u can access the mod file through the ingame menus btw): "local does_it_burn = trandom(7)+1" (without quotation marks) and change "trandom(7)+1" to 6 or any number above it, if u look at the code right below that, youll see that it checks for a number that is either 6 or above before applying a proper ignition value, otherwise it applies ZERO which just makes it instantly combust with any temperature!
AHHHGRHR 26 Aug @ 10:39am 
The ore in this mod generates using the non-economic stone sprite base. It would be neat if we could get ore that generates using the actual metal ore sprite base instead. Though IDK how possible that is.
DikbutDaGrate  [developer] 27 Aug @ 11:15pm 
Thanks for the posts. Sorry for getting back to here sooner.

So the main issue with the fireball caravans, wasn't the temperatures, for the most part, it had to do with the fact that the civs were still using high temperature materials for bolt ammunition. I'll do some additional work this week.

Originally posted by fiarill:
(if it is, I respect that and I will enjoy my giant fireball.)

So it sort of is. Its just not supposed to be common, or even uncommon. Just occasionally it'll happen to a player. That's by design. Right now, its happening too much. There was an issue where civs were still using high temperature materials for bolt ammunition. And their caravans would show up with those. I'll do some additional work this week and see if I can't get the probability to where I want it to be.


Originally posted by Rosie~ <3:
Originally posted by fiarill:
Human merchants arrived carrying some kind of material that immediately exploded and sent a giant wave of fire all the way across the map. This was very !!FUN!!, but I thought it might not be the intended behavior (if it is, I respect that and I will enjoy my giant fireball.) I like the idea of finding random explosive ores underground, (I had one that caught on fire after smelting) but maybe there should be some kind of limits on the properties of metals that merchants carry? Not sure if that's possible.
oh, there, same error i just commented on the main comments of the mod lmao, yea its 100% not intended and i fixed it myself with some tinkering, if u wanna do it urself heres a quickfix u can do:

search for this string in the main script of the mod (u can access the mod file through the ingame menus btw): "local does_it_burn = trandom(7)+1" (without quotation marks) and change "trandom(7)+1" to 6 or any number above it, if u look at the code right below that, youll see that it checks for a number that is either 6 or above before applying a proper ignition value, otherwise it applies ZERO which just makes it instantly combust with any temperature!

That actually is by design. You're more than welcome to change it though! Its clearly happening too often lmao.
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