- FIXED: crash when attempting to drop a body - FIXED: crash caused by going into infinite loop of trying to drop temporary tools - FIXED: corpse dropping errors - Alerts can be put on job requirements when job requirements fail, with snooze timers. - Militia loadouts. - Gabions! - First pass at almost-zero draw overhead pass. Enable this in your config.xml if you want to try it; not done, use at your own risk. - did lots of texture resizing and texture cleanup - fishpeople now have morale & will run when they've had enough - fishpeople now have weapons, including guns - fishpeople attack spawns slightly fewer fishpeople (now that they have weapons) - crops planted/tended by mad cultists will occasionally be Evil - Evil plants will be removed by non-mad non-cultists - fixed up some memory icons - added sfx to till soil - made initial till soil shorter - temp fix for frontier justice witness memory icon - FIXED herbivore run animations - adjusted utility of gabion construction (no longer higher than basic military duties) - removed some FSM console spam, made other parts actually say WTF was printing them (so they are now useful console spammers) - Clay and Sand are now mined with a shovel rather than a pickaxe - added fieldstone foundations to a bunch of low-tier buildings - turned off "make stone bricks" job (stone blocks will be treated separately from bricks) - added "Military Training" trait (and a couple others, for fun) - FIXED: fishpeople now have gibs - FIXED: sleeping is not 10x as fast as intended - adjusted quality/quantity of fishpeople attacks slightly toward the former - immigration pulls from a given set of colonist types (rather than all valid) - colonists given from 1-3 traits. Lower classes get one only. Military characters get "military training". - wander added to end of dropping item in stockpile - sleep job is now timed correctly - doubled berrybush exhaustion chance - Added a significant number of new memories for citizens to experience. - First pass on adding particle effects to modules. - People farming will now sow seeds in addition to hoeing the fields. - Added new agricultural crops: sugarcane, chilli pepper plant, flax seeds - some more crops rescaled - FIXED some missing commodity icons
I'd like to give AZDO a whirl, but I want to confirm how to do that because the value is represented in config.xml as an integer. I can safely assume '0' means it's off; does giving it a value of '1' turn it on?
Holy crap! *runs off to fire up the latest update* Which flag enables AZDO? This is what the config.xml in my Document folder looks like: I hate every fish I see, from Fishman-A to Fishman-Z.
Hmmm... I did a search for AZDO information and I did find some information, but to be honest it flew slightly above my head. Actually, I'm unsure if it actually reached escape velocity, but it escaped me at least. Could you do a quick "This is the effect of AZDO.... This is the worries about AZDO.... When the computer has cooled after melting and burning send the harddisk to us so we can check it for.... " so I'll know what to look for in crash rapports?
Also, if you've just updated to 30C from an earlier revision, that line won't appear in config.xml until after the file is regenerated. In order to make that happen, launch the game and go at least as far as seeing the Main Menu.
Fish weapons? Please, please tell me we can eventually have a chance to recover fishweapons and use them on the militia for a damage bonus/chance of fish fancying? Please.