i never have ingame music active anyway... would the raws be compatible with overrides for a twbt-tileset?
Hello. I just downloaded this mod to give it a try, because that setting seems quite interesting to me, but I didn´t get to play it because for some reason it always crashes when I try to play Adventurer mode. Sometimes it crashes just after finishing adventurer creation, sometimes it allows me to wander a bit before the crash happens. I didn´t alter anything of the mod files and the error log spams things like " Nush Zarionjagren, Melee specialist: site walker could not find walkable area".
Maybe someone has an idea why that crashes occur and maybe can help me out.
Thanks, The Dorfmeister.
No, I just ran the mod just like it was at download. Maybe I just re-download and re-install it, then.
It´s working now... kind of. Atleast in Fortress Mode, unless Humans (Earth humans) or Dolphins get involved. They still tend to crash the game but not every time, what is weird.
Thanks for responding though. I know modding always can create the weirdest bugs, errors and crashes. Had them often enough in my own modded game and it´s a real pain to find the error and fix it. Keep up the great work!
The Dorfmeister
I think I´ve found another bug, if it can be called that. Sorry for being so ... what´s the correct word for it? Penetrant about writing all that stuff here, but I think it may help improve the mod.
(As usual, any grammar or spelling errors are on account of english not being my first language, so sorry for that)
Is it possible that the so-called "bloodhounds" have the crazed, or opposed to living tags? I couldn´t find them in the RAWs, so I was unable to check that, but they start attacking my starting seven and the livestock as soon as my group embarks. I´ve had that issue on three different forts so far, costing the lives of some hens, one or two of my starting seven and a truck respectively. (Funny thing, I embarked on the edge of a volcano and the truck dodged down into the magma) Even as I learned not to spend points to bring a bloodhound with me on embark, they still get randomly selected as wagon pullers sometimes instead of vehicles, so I might end up with one of them anyways. >.<
Also, unrelated to this thing and (I guess) nothing to fix, but quite funny : Executors are not able to grasp the meaning of a "brawl" at all - as in the DF combat term of mostly non-lethal unarmed combat used in tavern fights and stuff. In Adventuring mode, it happened to me while visiting a tavern in a executor-controlled site. A bar brawl broke out, nothing unusual so far, but one of the tavern´s patrons was an executor, just a rare sight as it should be. Even if he wasn´t directly involved at first, he somehow managed to get in the way of a drunk guy who tried to charge attack me and collided with him too, according to the battle log.
The next thing I saw was just a lot of smoke, fire and messages of burning and melting as the executor started burning down the entire place. I mean it fits the description of that demigod-like beings to overreact if they are attacked, but it made me laugh. I don´t even know how the executor ended up in this place, because I rarely see them outside of mead halls, castle and other seats of power.
Sorry for the wall of text, though.
Weirdly, I never moved anything, just extracted the file to a new folder. It doesn´t crash anymore since I deleted and reinstalled the mod, so I guess the problem is fixed now, whatever it was.
The bloodhounds are a venusian creature? That would explain a lot, although I only played executor fortresses yet. They must have got control over a venusian site in the past, as bloodhounds seem to be quite common as wagon animals in my civ. That would fit this particular civilization in my small world gen, as they are the only executor civ, are one of the smallest, but constantly at war with literally everything around. They even conquered the cogitons, leaving the last 14-ish of them as outcasts or citizens of the executor realm, with the only cogiton realm destroyed according to Legends Viewer.
My error log lists only pathing errors, but that could be a general DF thing, so I´m not sure. This is a shortened version of the log, because the full thing goes on and on and on with this kind of messages.
Some potentially outdated [1.92] input since you reminded me of this with that /tg/ post.
(https://i.imgur.com/cSKZ6Kk.png)
The second thing you might notice about this slab is that the [IS_NAME] of its description and history are mismatched, every slab regardless of their secret says that they're technomancer ones. The only way to identify one you find "in the wild" is to cross reference it with its legends history, meaning that you have to spend 4 weeks in retirement while taking notes. It's almost awful if it didn't give me ideas.
Biomechanical races from creature_civilized_barbarian weren't [NOT_LIVING], which is a pain in the butt when ironically their sole weakness of being an organism is removed by technomagic. Senator Armstrong has nothing on this combo.
Additionally, kobold caves are an even bigger navigational headache than dwarf ones, they're basically a maze of lethal traps for PCs who start inside without the right tags.
Suggestions: Turn the multitool into the large dagger analogue, since it's versimilitudinous for such an important item to always be available to an adventurer at the start. Possibly diversify the gem industry of the future by being able to synthesize gems out of their chemical elements also so people can be into things besides "synthetic crystal".
I'm not sure what the issue with technobarbarians not having NOT_LIVING is though.What keeps cyborgs from being completely horrible to fight against is that they still need blood and a nervous system. Their undead counterparts are almost impossible to kill using normal weapons. I think pyrokinesis was able to return a few kyclopi to the grave but this strategy ultimately melted my latest character to death.
especially as zombiecyborgs also have metallic bodyparts which will be much harder to kill than their biological bodyparts.I'm not sure what the issue with technobarbarians not having NOT_LIVING is though.What keeps cyborgs from being completely horrible to fight against is that they still need blood and a nervous system. Their undead counterparts are almost impossible to kill using normal weapons. I think pyrokinesis was able to return a few kyclopi to the grave but this strategy ultimately melted my latest character to death.
I'm not sure what the issue with technobarbarians not having NOT_LIVING is though.What keeps cyborgs from being completely horrible to fight against is that they still need blood and a nervous system. Their undead counterparts are almost impossible to kill using normal weapons. I think pyrokinesis was able to return a few kyclopi to the grave but this strategy ultimately melted my latest character to death.
K so having watched Krugg play this on his YT channel and being utterly tickled pink by the sheer amount of 80s plastered all over this mod, i had to try it. Of course im brand new to DF modding, and i was wondering. Is there a way to plug this into the Lazy Noob Pack so i can use Dwarf Therapist with this?
Hey there- I was wondering that given the attention Krugg gave to this; that you could use a further boost.
Would you like any sounds to be put into this mod? I could provide voice acting and sound engineering if interested.
I'm on Discord at Trench Dog#8405 if you want to contact me.
My website if curious about my demo reels and experience, I've voiced in videogames such as Mordhau, Day of Infamy and animation series such as The Emperor Text to Speech Series by Alfabusa.
https://www.kimckenzie.com/
Was also curious if you wanted a wiki produced for this mod; because I quite love the setting, races and lore associated with this mod. Would be more than willing to help with that.
I super appreciate the offer but I can't afford to pay you for something like this probably. Though I hear the steam update might be giving us more tools to work with regarding music and sound effects so it might be a fun idea to look into that at that point.
As for a wiki I'm intrigued at the concept but wouldn't have the slightest idea on how to start.
I super appreciate the offer but I can't afford to pay you for something like this probably. Though I hear the steam update might be giving us more tools to work with regarding music and sound effects so it might be a fun idea to look into that at that point.
As for a wiki I'm intrigued at the concept but wouldn't have the slightest idea on how to start.
I'm offering my services for free in this case, should've clarified that. I don't charge mod authors typically. As for the wiki I have some ideas but I feel it'd be prudent to have some form of real time communication with you like Discord or something.
Are Surman corpses supposed to tank like ten blows to the head with a grade-A nanoechne gladuis? I was playing as a human hopped up on all the drugs bringing my strength, agility, and endurance to max. If they are just supposed to be tanky what are some recommended strategies? Do I just not go to towers filled with them? Also it seems like they can't lose limbs.
(https://lh3.googleusercontent.com/FMzLQJ6oM8K-zlNSeqjiMMcMxlQcnZKq1d-4U02k1eg4KTYpm9SpMo2qoJPCVwGBBuat1l-k_NMziplMbubSvM_-vjYhDxDW7agthsToQVObn6rHVDQs_91T7qJvhoakOJUb559L=w2400)
(https://lh3.googleusercontent.com/k4E0KttIjsLk5bCIXT7JciGf7YeizpVfD3GpoqZfoc8gGYWKltLC_6V6T3fFz47mCFgRLuxjHzsAnpU_i_2fnPLXJLp_D6AQyKGM1EAkoeL5K_daF8Hgw-0pXU-_A9CC8-FR8QHM=w2400)
(https://lh3.googleusercontent.com/qwLCRyEuqlOYgkjN-o2diRGBSsF9cnbT_PQ72jWH63m8EZNBbzuV3zwWf-s9ja5t4anatITHO9WjIPqUlo8IIAPE2dpT_3ymBZdAx8tYAEyftkxnC6BRaeZ25hVPr8m5mjmtxaQ3=w2400)
(https://lh3.googleusercontent.com/j-LJwkfQo3T2JHTDwd4CDPm8lR59nga2YctKGI5HyHQZmPgv93H8vyzHNl--z8KWnyj6noQmDzv8g9Y_EIW4xFRVq7IKuoIzd-A7gq0sS3FuxTQtM-mIiNrnTE53XUW3Ohup9zc0=w2400)
Upon further testing, it seems like that a singular Surman zombie are really too tanky. Here are the screenshots of a fext-bioframe grandmaster fighter and axeman not being able to kill a Surman nanomachine puppet. That the Surman zombie eventually killed do to not dying after 29 pages of combat.Spoiler: Pages of combat (click to show/hide)Spoiler: More Combat (click to show/hide)
This Surman nanomachine puppet needs to be become a megabeast because he is a absolute BEAST! of a unit. Immortals look upon this mad lad with only awe and envy. Anyway glad to see that you pan on updating the mod! The idea of modular cyborgs sounds amazingly awesome.
Actually would it be possible for technomancers to create creations on the likes of megabeasts, because the idea of an unkillible captain of the undead is just perfection.
So I was brought to this mod thanks to the ever wonderful Kruggsmash and I have to say it's a breath of fresh air. I mean I love Dorf Fort I've logged countless hours lost countless forts. This is unique enough of an experience that it's interesting. I'm looking forward to logging tons of time with this mod as it's really fun.
And for anyone wondering YES Therapist works with this mod.
Is it normal if i can not assign any Nobel position/militia position to my citizens ? (playing as Fext at the moment)
And for anyone wondering YES Therapist works with this mod.Mind if i ask how to do this? Ive never played Modded DF/added Mods to DF before
I take it there is no tileset for this mod? I just can't play with ascii myself :C
Just got into this mod and i had two questions.I seem to be unable to choose to play as Molluscoids when embarking i can only choose the human races and humanlike races like the fex and sub-humans.Also i've noticed Molluscoids tend to be a very small population or nearly killed off in most worlds i make kinda like kobolds in base game.So i was just wondering if this is intentional/if they are no longer a playable race.
Thank you in advance for any answers.
I saw Kruggsmash Play this, and I'm going to give it a try as it seems really interesting, I just know that it's going to be a bit weird for me, since I am a bit dyslexic so it isn't easy for me without a tileset, but I still want to give it a try.
Hey, I've recently started messing around with this mod, thanks to Kruggsmash, and I really want a tileset. So much so I'd like to offer to make one. For Free. I enjoy pixel art and I haven't done any in a while. My only issue is I have no idea how to go about doing it. I was wondering are you at all clued up on how to implement a tileset if I were to make the art?
I'm going to do a bit of research myself and see if I can figure it out in the mean time. I'm probably going to make one either way just for personal use, so I figured I would extend the offer of making it an official/optional thing :)
Hey, I've recently started messing around with this mod, thanks to Kruggsmash, and I really want a tileset. So much so I'd like to offer to make one. For Free. I enjoy pixel art and I haven't done any in a while. My only issue is I have no idea how to go about doing it. I was wondering are you at all clued up on how to implement a tileset if I were to make the art?
I'm going to do a bit of research myself and see if I can figure it out in the mean time. I'm probably going to make one either way just for personal use, so I figured I would extend the offer of making it an official/optional thing :)
Made this account just for this after watching (and re-watching!) Kruggsmash's vid. Just wanna say good work and well done. And one more thing, is it possible to get a raws-only version of this without the exe's and dll's? I'm on Linux and have had to run the exe on a windows emulator, before I figured out how to get it to run on the LinuxLNP. One other benefit of having a raw-only version is better integration with other mods, too!
Anyways, thanks once again for the awesome mod and have a great day!
If you guys grew up playing flash games, then you might know an Armor Games gem known as Sonny. The music was one of the defining pillars of the series second only to the gameplay and Krin's unique art-style. Many tracks, especially the opening theme, have a similar melancholy edge like the ones provided in the mod. This is not to say that the music in question is bad, quite the opposite; it's just that listening to the same one track can get pretty monotonous and having a few more in rotation can liven things up.
P.S. Huge fan btw can't what to see future updates!
link: https://www.youtube.com/watch?v=usx1bupYAAo&list=PLGtt_Tx5dVpwOVsT52PUJX-TKuE4mZaah&index=1
Hi, I am really excited to play this, however I am encountering a game breaking bug.
I will preface this by saying that I have not played DF in a while so this may be a bug with the base game that I am forgetting the work around for, but here's what I'm encountering.
None of my hunters or militiamen will pickup ammunition for their weapon. They are equipped with a quiver and weapon, and they will stand over the ammunition for that weapon and get stuck in a never ending "No Job - Pickup Equipment" loop.
This first occurred at a Martian ammo stockpile and I thought it had something to do with the bins, so I removed the stockpile and made a new one with no bins, but the hunters had the same behavior.
I then created a new game with Humans and my hunter had the same behavior when trying to grab ammunition from the wagon. I deconstructed the wagon but this did not change anything.
So far the mod is incredibly interesting but I feel like I'm completely missing out if I can't use any of the cool guns.
I've got no clue why this is happening, it does seem like a bug with DF rather than my game but I will check it out.
EDIT: Do your squads use different weapons? Like, do you have a rail-sniper user and a rail-rifle user in the same squad? Try equipping everyone in a squad with the same weapon.
Sounds like the ammo bugs are at play there. Check out the bottom of this page on the wiki (http://dwarffortresswiki.org/index.php/DF2014:Archery) for more information.
I always disable hunting on all my dwarves for this reason.
Sounds like the ammo bugs are at play there. Check out the bottom of this page on the wiki (http://dwarffortresswiki.org/index.php/DF2014:Archery) for more information.
I always disable hunting on all my dwarves for this reason.
Could be I suppose, but I have plenty of wooden ammo and very little metal ammo, and assigning them to carry 10 ammo seemed to work in the test embark.
I changed all of the ammunition materials in my first fortress to metal, and all but one Martian picked up their metal ammo and went out to hunt.
The last buggy fellow was a brewer with a mace-head rail rifle and an empty quiver, who interestingly would stand on a Still while spamming "No Job - Pickup Equipment". When I removed the Hunting job from him, he dropped some pellet clusters on the still and went to put away his weapon. I'm guessing he had the clusters in his hands and was trying to put them in the quiver but couldnt?
Anyway, I'm going to continue playing, and I hope there was some useful information in this psuedo bug-report.
Well one important thing I should add to the info document is that pellet clusters don't go in rail-rifles. I'll add what goes where right now.Yeah ammunition/weapon assignment really confused me, even the RAWs on them are confusing.
Well one important thing I should add to the info document is that pellet clusters don't go in rail-rifles. I'll add what goes where right now.Yeah ammunition/weapon assignment really confused me, even the RAWs on them are confusing.
Noob here. How do I install this mod on the Lazy Newb Pack?
Do I just drag and drop all the content into the DF folder of LNP?
Hello! Really enjoying your mod, and really enjoying the great world you've come up with.
I have found a few problems over the last few days though. My current fort is populated by Technasaura, and I'm unsure whether it's intentional or not that they are unable to embark with axes or seeds. Seeds aren't too big of an issue, as I don't think their alcohol dependent so waters good enough, and fishing provides plenty of food. Axes, on the other hand, do. I thought I could just make an axe by crafting more Nanotechne bars, but whenever I order more grade-C bars to be crafted, for some reason new bars are not being made - my stock of Nanotechne bars remain the same, whilst other metal bars used in the process are used up. I even tried buying an Nanotechne anvil off some traders and melting it down, and when I tried crafting more grade-C bars, my stock actually reduced from 4 to 2 bars. I think my smelters might be using multiple bars of Nanotechne grade-C, so no new bars are really being produced, except for the occasional time the stocks go from 2-3, then back to 2 again.
This issue is pretty bad. Trying to craft more grade-C bars is purely detrimental, and I'm going to have to rely entirely on trading to get any weapons and armour, and as I've had no axes for a long while, I have very few beds, but more importantly lots of trees getting in the way stopping me from building upwards.
(I'm playing as fext, if it matters.) So I notice in the 'Stone' section of the Z - stocks menu that rusted metal is listed as being usable for making steel, pig iron, and quicklime, but I can't seem to find the reactions for these things anywhere, and if I try to queue them up via the manager I just get the "No suitable workshop" note on the job. What am I missing? Is it just that fext can't make pig iron or steel? Because that strikes me as kind of odd, honestly.
I also can't seem to find the reaction to make rusted metal bars.
Hello again! Thanks for giving Technasura axes. They still can't embark with seeds but eh. Though in the latest version, it seems the Technasura in the worlds I've generated have a tendency to have all their civilisations die out. In my short history world, the Technasura civ I picked has no notable figures/nobles, and I've recieved no caravans and recieved only two small migrant waves, and I've recieved a "no migrants this season" message. I was given no warning I was embarking with a dead civ so I'm unsure what's up. In my second medium history world, there was only one Technasaura civ selectable, and there was a place where they had the option of Technasura neighbours, but trading wasn't an option.
Can Technasura have children at least? I'm not recieving any visitors, so if they can't have children, this fort is pretty doomed.
They can have children, yes. Also, they are meant to be a rare race so those other problems can't be helped. However, they don't need to eat so seeds is less of a problem I think.
They can have children, yes. Also, they are meant to be a rare race so those other problems can't be helped. However, they don't need to eat so seeds is less of a problem I think.
They don't need to eat? Huh, I guess I've never really checked, I just assumed they would need to seeing as they still drink water and Dwarf Therapist says some are grouchy that they're being kept from alcohol.
Fair enough on them being rare. Might take a while to bring the forts population up, but at least there's some hope for the fort yet.
Hey There!
I'm new to this forum, but I've been playing DF for awhile. I though I might check out this mod, as it seems super awesome! The thing is, I play on Linux. To install the mod, I followed the instructions you gave to another user, downloading a fresh version of the game (v47.02), running it to make sure it worked, then replacing the raw folder, as well as the "colors", "worldgen", and "interface coppyy" txt files in the init folder. The reason I did not replace the entire data folder was because of the index file, which stops the game from starting when replaced.
The game starts fine, but when creating a world using "Epilogue Med." the game crashes after ~2-3 years of history, or sometimes after placing all of the civs. It gives no error file, otherwise I would post that. Any help is appreciated in advance!
P.S. I love the color palette choice!
Hey There!
I'm new to this forum, but I've been playing DF for awhile. I though I might check out this mod, as it seems super awesome! The thing is, I play on Linux. To install the mod, I followed the instructions you gave to another user, downloading a fresh version of the game (v47.02), running it to make sure it worked, then replacing the raw folder, as well as the "colors", "worldgen", and "interface coppyy" txt files in the init folder. The reason I did not replace the entire data folder was because of the index file, which stops the game from starting when replaced.
The game starts fine, but when creating a world using "Epilogue Med." the game crashes after ~2-3 years of history, or sometimes after placing all of the civs. It gives no error file, otherwise I would post that. Any help is appreciated in advance!
P.S. I love the color palette choice!
Ah, well you see, the problem is that I have not updated my mod to the most current version of the game yet. This is because there is currently a lot of bugs with the new version and I want to wait until they are all fixed before I update and work on the new version of the mod, though I really want to get started on it! But if I update now, all that will happen is people will be stuck with a broken version of the mod that will be replaced every week, which is just no fun. So for now the plan is to stick with version 44.12 until Toady is done bugfixing, and update the mod then. I recommend downloading version 44.12 and trying that.
But yes just to make things clear, I do absolutely intend on updating the mod to DF's current version, I just want to wait until it is cleaned up first.
Hey There!
I'm new to this forum, but I've been playing DF for awhile. I though I might check out this mod, as it seems super awesome! The thing is, I play on Linux. To install the mod, I followed the instructions you gave to another user, downloading a fresh version of the game (v47.02), running it to make sure it worked, then replacing the raw folder, as well as the "colors", "worldgen", and "interface coppyy" txt files in the init folder. The reason I did not replace the entire data folder was because of the index file, which stops the game from starting when replaced.
The game starts fine, but when creating a world using "Epilogue Med." the game crashes after ~2-3 years of history, or sometimes after placing all of the civs. It gives no error file, otherwise I would post that. Any help is appreciated in advance!
P.S. I love the color palette choice!
Ah, well you see, the problem is that I have not updated my mod to the most current version of the game yet. This is because there is currently a lot of bugs with the new version and I want to wait until they are all fixed before I update and work on the new version of the mod, though I really want to get started on it! But if I update now, all that will happen is people will be stuck with a broken version of the mod that will be replaced every week, which is just no fun. So for now the plan is to stick with version 44.12 until Toady is done bugfixing, and update the mod then. I recommend downloading version 44.12 and trying that.
But yes just to make things clear, I do absolutely intend on updating the mod to DF's current version, I just want to wait until it is cleaned up first.
Ah, my apologies for being a bit slow!
I had wondered if this may be the issue, I had previously installed "44.12" from a Linux app store, but upon further inspection, it was just a copy 47.02 that hadn't had the version name updated. After figuring out how to install the libraries required for the version of DF downloaded from Bay12 to work, I was able to run it that way. And, the mod works! Thanks for being quick to responding & helping out!
Just posting here to keep an eye on the development of this mod.
But I also wanted to say that I for one, would love seeing a tileset other than ASCII.
Creatures doesn't matter, but the vanilla DF ASCII background does tend to strain my eyes a bit.
I've been using the kruggsmash tileset, and that's been working fine. It is essentially a more off the bat readable version of ASCII. Your settlers are represented by letters though, so some races can be a bit hard to distinguish from your animals if they're the same or similar letters, but it's worked well for me so far.Thanks! I'm going to take a look at that. (I love his vids by the way.)
How does one go about changing nanotechne grade-C from block form to bar form? I have no bars but I have some nanotechne blocks from slaughtering machine creatures but I can't seem to convert them into bars. I have assigned them to be smelted but they just sit there, right next to the smelter. It's a magma smelter. There is seemingly no option in the smelter to smelt nanotechne. I have also tried putting an order through in the manager, but it looks like the only option to make nanotechne requires coal? The post about making nanotechne just says to 'feed' metal bars to the nanotechne, what does this mean?
I have some questions about factory worms. I have one that makes latex, which apparently the worm will spit out in web form? I've had it for 4 or 5 months and it hasn't done anything yet except wander around. I have it a room underground which has a mud floor and mushrooms growing all in it. I assume because it's a machine it doesn't need to eat, but maybe it needs to graze to make the latex? Maybe it needs sunlight? Or maybe it just takes a long time? I set up a farmer's workshop nearby and put in an order to 'shear animal' just in case that would work, but nada.
I'll look into it. I just assumed it'd spit web but maybe I messed that up.
I'll look into it. I just assumed it'd spit web but maybe I messed that up.
Thanks! I'll keep an eye on the worm. It's been the beter part of a year and so far nothing. :(
I'll look into it. I just assumed it'd spit web but maybe I messed that up.
Thanks! I'll keep an eye on the worm. It's been the beter part of a year and so far nothing. :(
So this is awkward but I forgot to let them see things. Try giving them the EXTRAVISION tag in the creature file within your save file. It might start working then.
I'll look into it. I just assumed it'd spit web but maybe I messed that up.
Thanks! I'll keep an eye on the worm. It's been the beter part of a year and so far nothing. :(
So this is awkward but I forgot to let them see things. Try giving them the EXTRAVISION tag in the creature file within your save file. It might start working then.
I'll look into it. I just assumed it'd spit web but maybe I messed that up.
Thanks! I'll keep an eye on the worm. It's been the beter part of a year and so far nothing. :(
So this is awkward but I forgot to let them see things. Try giving them the EXTRAVISION tag in the creature file within your save file. It might start working then.
Okay so I did as suggested and put EXTRAVISION tag in the creature file for the latex factory worm in my save file and still nothing. Its only been around a month in-game, so I'll give it some more time.
Would be possible to make the the factory worm milkable so that the latex can be milked? I read that milking is hardcoded to require a bucket. Not sure if you can then take a bucket of latex and make cloth from it.
Hello, I just wanted to say good job making this amazing mod, I'm having a blast with it (literally) on the Factory worms idea, i remember playing with another mod that you've made a while back called Fantastic Races, and i loved playing Manats, maybe you could use some of their mechanics here. I don't remember well but they had a Worm who produced some material when you designated them to some Nest Boxes, so I'm thinking it'll be a cool idea to have the Polymer worm do something like that, and the idea of milk-able latex sounds very fitting in the setting.
A thing that confused me at first was that Fext do have any seeds when you try embark with them, then i searched in the raws and found that they do not eat and it makes kind of sense, but i was was wondering if adding the need to eat to the Lesser Fext sounds like a good idea.
Either way i hope you continue developing this mod since it's amazing.
Hello, I just wanted to say good job making this amazing mod, I'm having a blast with it (literally) on the Factory worms idea, i remember playing with another mod that you've made a while back called Fantastic Races, and i loved playing Manats, maybe you could use some of their mechanics here. I don't remember well but they had a Worm who produced some material when you designated them to some Nest Boxes, so I'm thinking it'll be a cool idea to have the Polymer worm do something like that, and the idea of milk-able latex sounds very fitting in the setting.
A thing that confused me at first was that Fext do have any seeds when you try embark with them, then i searched in the raws and found that they do not eat and it makes kind of sense, but i was was wondering if adding the need to eat to the Lesser Fext sounds like a good idea.
Either way i hope you continue developing this mod since it's amazing.
Glad you like it. Currently I'm having some trouble updating the mod to the new version but hopefully that gets resolved. On another note however, I'm surprised you're playing that old fantastic races mod of mine. I am happy you like it but I should warn you it was my first modding project ever and quite frankly its a tangled mess of quick fixes and bad choices that scares me to look at.
Now that they have extravision it means they will respond to things they see. Try giving them something to look at. Basically, their interaction should trigger during times when they are fleeing, greeting a friend, or attacking. They won't just do it at random. If you're keeping it in an isolated pen it won't trigger. I can't really do much about this, it's a hardcoded thing. I will also look into the milking idea.
So I let the worm out. At first I but it in the dog room (there's like 20 dogs in there), then I let it roam around freely in the fort. I have yet to see it make any webs. It's possible it did make webs and my clothiers grabed it up before I saw it.
I saw that the wait period for the web attack is set to 5000, i'm assuming that's ticks. If so, then it should do a spray attack every 4 days or so, which dosen't seem like very much, but maybe it's fine?
I'm curious if I change the material type from latex to silk if it'll start working. Maybe webs are hard coded to be made of silk and that's why its not doing it?
Double post bug report
The nanoborg transformation is all over my worldgens. I have only seen one necromancer tower and no star cultists or technomancers.
Some races have no food to start out with but I assume this has to do with the no eat crashes. Have you tried dropping playable goblins into your mod to see if it still breakers worldgen? I will experiment more and try to report later.
Found some more problems to report. (Had a lot of free time recently) and have compiled them into this report.
"Special test friend" was not spotted in the carnival grounds. All the entertainers that spawn in technically unlimited numbers might be outcompeting the STF for spawn just based on sheer numbers and diversity.
Due to cats not being in the game anymore many races lack vermin control. Beakers seem to kill vermin but not all races have them. (Dolphins, some humans, ect.)
Posthuman cyborgs like eusocialites ,fext ect. lack the materials to make beds and clothes unless they harvest the materials from the woods. This means in desolate areas their clothes rot off and they sleep on the floor. They have no plants or worms.
Steel can't be made from rusted metal since flux stone doesn't exist
Dolphins are upset by rain. This isn't actually a problem but I found it funny. I'm actually really curious why you put cyberdolphins in the game. They are currently one of my favorite races to play.
In conclusion thank you for this mod and I hope that I haven't annoyed you to much. :)
had some Bugs/Troubles with Fext too, in 8~9 tested Worlds the same 2 things that bother me
It seems that ALL Female Fext are only Homosexual and Males are only Hetero, not a single one that has another inclination (asexual Omegas aside)
thou Worldgen doesn´t seem to care as they multiply fine outside my Fortresses.
And they never seem to have Factory Worms, Gigants seem to consistently lack them too
the one or other Settlement seems to have 2~5 but i could never Start with or Trade for them
and a minor thing, my 2 Adventurer where unable to Breath but still drowned .... thou thats probably less from your Mod than just DF Fun
Grettings form Germany and Awsome Mod :D
edit: isn´t rusted Metal, Slag and Concreet all Flux Stone? at least it reads like that for me
Really enjoy your mod as an idea, the concept seems pretty good, but it's practically unplayable.
It's very laggy, and opening the caves makes it much worse even if there are only 1~10 creatures in there. Even with fastdwarf 1, the pawns end up moving as slow as they'd move if fastdwarf wasn't enabled at all, even slower. You can feel the lag with button presses too, since there's a noticeable delay when pressing up or down or any button for that matter. It's not because my PC is trash because it works perfectly with normal df and it only lags at around 150~200 dwarves.
There is also an issue where sometimes for like a day or two the pawns just refuse to do any job at all, which is pretty strange, but it ends quickly.
I think I see why the pawns refuse to do things. They seem to become unfocused very quickly. I'm playing as neo-human and I started a fortress. In one month, every neohuman was unfocused due to unmet needs, being away from people, not being able to acquire something and so on. I'm not sure if you even changed anything about focus needs, but I don't seem to have this issue in normal dwarf fortress.
Other than the pawns refusing to work sometimes, it's not lagging at all. Guess fourth time's the charm...
What do 3d printers do? I can see reactions to 3d print bullets and such in the code but I can't tell what races use them. Neo-humans don't as far as I can see.
Was trying to add 4 gauge rounds & slugs to ADV MODE by copying the entries for both 6 gauge types. Made sure I also did this for the raws in save/Region1, but still not appearing. What have I messed up?Spoiler (click to show/hide)
It's a fairly young adventurer, and most time was spent not knowing how to acquire nanotechne chunks. XD
Loving your mods, and would more love to read weird fiction stories/series by you!
3. What Posthuman types in 2.5 are the fext expies are they the skulker, hunter, savages (or also those different "castes")?
7.Could you pelase add extra descrition to what the separate types of posthumans are like section for asura, brutes, savages, the different tchnosauras etc?
Great mod regardless, just feel merging all posthuamn tribes together might take away from their individuality/uniqueness abit.
Hi currently testing out 2.1 as a fext and had some questions:
1. Are implants from 1.6 accessible in 2.1 and 2.5?
2. Lorewise how do implants work? Do Fext/Posthumans have synthetic genetics that interface on a genetic level or is more plug and play artificial limbs?
3. What Posthuman types in 2.5 are the fext expies are they the skulker, hunter, savages (or also those different "castes")?
4.I found unused/accessible implants and items in files like in example object folder that I couldn't experiment with dfhack, like the tail and claws. What file do move those into to access them?
5. Again lorewise how do see Fext fitting into greater posthumn civilization society? Is the use of implant to become monsters kinda their niche within greater posthuamn civilization, and whats their average intelligence compared to other posthumans?
6. What posthuamns are still immortal?
7.Could you pelase add extra descrition to what the separate types of posthumans are like section for asura, brutes, savages, the different tchnosauras etc?
Great mod regardless, just feel merging all posthuamn tribes together might take away from their individuality/uniqueness abit.
3. The Asuras seem like the ´True´Fext, Savages replacing the Omegas. The Variants seem to be the other Tribes (havent played them so not sure), Skulker, Brutes, Hunter, Vermin are the ´Lesser´ Forms of them, the Workforce
7. the merge took a lot of the individuality of them but now they are even more Unique, even if they have a less divers Mentality. Lorewise more info on them would be nice but for playing it´s enouth there, they are just specialized in one Stat
garudasura and gajasura-Endurance, vanarasura-Agility, pishachasura-Strength, Asuras are balanced in all, be creative in how you use them :)
btw .txt shows 2armed Asura has better Memory then 4armed Asura
2xArms [MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000] +++
to 4xArms [MENT_ATT_RANGE:MEMORY:700:1200:1400:1500:1600:1800:2500] ++
and any race with [CREATURE_CLASS:ANDROID] can´t get the Factory Worms into there Embark options only aughounds and Bioframes ?
need to look if i can trade for them later but for now i can still only steal them or hope Migrants bring some :o
greetings from Germany :D
7. The problem is that every posthuman tribe besides the Fext were incredibly half-baked. I figured I may as well merge them all into the Fext to create a single combined entity. I will re-add diversity in some way however, probably in the form of cyborgs so diverged from conventional posthumans that they are their own species.
7. The problem is that every posthuman tribe besides the Fext were incredibly half-baked. I figured I may as well merge them all into the Fext to create a single combined entity. I will re-add diversity in some way however, probably in the form of cyborgs so diverged from conventional posthumans that they are their own species.
Understandable, and actually makes sense merging them. Just any possibility of having descriptions and lore of each differing types' specific creation/roles under the Posthuman section? But overall, really like the pseudo Indian caste based society of mad max lessers led by Hindi/Buddhist enlightened ones, were you trying to make connections to more real world cultural inspirations?
Really enjoy your mod as an idea, the concept seems pretty good, but it's practically unplayable.
It's very laggy, and opening the caves makes it much worse even if there are only 1~10 creatures in there. Even with fastdwarf 1, the pawns end up moving as slow as they'd move if fastdwarf wasn't enabled at all, even slower. You can feel the lag with button presses too, since there's a noticeable delay when pressing up or down or any button for that matter. It's not because my PC is trash because it works perfectly with normal df and it only lags at around 150~200 dwarves.
Really enjoy your mod as an idea, the concept seems pretty good, but it's practically unplayable.
It's very laggy, and opening the caves makes it much worse even if there are only 1~10 creatures in there. Even with fastdwarf 1, the pawns end up moving as slow as they'd move if fastdwarf wasn't enabled at all, even slower. You can feel the lag with button presses too, since there's a noticeable delay when pressing up or down or any button for that matter. It's not because my PC is trash because it works perfectly with normal df and it only lags at around 150~200 dwarves.
I'm having the same issue as lunaman, it looks like such a cool mod and I really want to try it out but the lag is making it completely unplayable.
For reference, I did have dfhack installed but even with it disabled the lag still occurs. It looks like the ticks are slowed down immensely, although there are random bursts of normal speed (at least for me) but these only last for less than a second. While paused the game runs fine, but while unpaused it's horrible. Hope there's an easy fix or something on my end!
Have you tried a completely fresh install without mixing with DFhack? Not just disabling it, but not putting it in the game? If that doesn't work, tell me the conditions the slowdowns happen. Adventure mode or fort mode? Right when you begin or after some time?
Have you tried a completely fresh install without mixing with DFhack? Not just disabling it, but not putting it in the game? If that doesn't work, tell me the conditions the slowdowns happen. Adventure mode or fort mode? Right when you begin or after some time?
Okay so I did some testing.
1. Created a fresh install and copied my save over - still laggy
2. Created a new world and embark with the same settings on the fresh install - no lag
3. Installed dfhack on the fresh install and continued playing on the new save - no lag
So....... ??? ??? ???
Just to be clear, when I created a new save I used the same world settings and the same size embark, but otherwise it was a completely different world.
The old save started lagging after about 2 or 3 seasons, the new save has been lag free for ~1 year without dfhack and ~1 year with.
EDIT: all fort mode
First of all, thanks a lot for this mod. I'm one of the many that came with Kruggsmash video, and stayed.
Just now I downloaded the 2.6 version, but I think I f* up my instal of LNP. Always used this mod with it, no issues, but this time elves appeared as a playable race. And they have all kind of weird creatures to bring up. Heck, this may end up being fun. Trolls cost 1 point only? Fire Imps? Wombat people? Missile drones?
Also, the new worms descriptions are bringing me flashbacks from nightmares after child-me saw the brain eating f*er in Starship troopers.
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I'm kinda lost in the posthumans thing. Why they were always dealt as technobarbarians before? I tought you would make them randomize that, so you could have friendly or hostile fext, technasura and so on. Instead this new posthumans... I'm still trying to get my grasp on them. And still technobarbarians, hostile to non-ciborgs.
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Hoping to get LNP correct this time, to check them.
Is an epilogue world the intended experience for this mod?
Ah, okay, that probably explains why the game was acting a bit strange, then.Is an epilogue world the intended experience for this mod?
That would be correct. I can't guarantee functionality if other maps are used.
I'll think of somethingAh, okay, that probably explains why the game was acting a bit strange, then.Is an epilogue world the intended experience for this mod?
That would be correct. I can't guarantee functionality if other maps are used.
If I could make a suggestion, perhaps you could make that more clear in the OP post?
Just started the game, is that intended that your units can't have specialization if you chose to embark carefully?
I love the efforts made with the mood. The tileset, the music...
Loving the desolated atmosphere, it's pretty unique.
Are you planning to expand the mod or keep improving things?
(also coming from Kruggs)
EDIT: Found on the DFFD page "This mod also comes with a pre-built advanced worldgen world to serve as an example how how to make similar ones that align with the setting (the main rule is to remove all supernatural phenomena)."
Well, there's no pre-built world in the package.
And how can I remove those supernatural phenomenas? Which ones specifically? It's hard to get a picture from this very short sentence.
I'm just working on multiple projects of which the Long Night is just one.
I'm just working on multiple projects of which the Long Night is just one.
Tried your latest mods, I stick to Long Night, this one stands out the most in term of settings, it's obvious when you start the game.
The others are more subtle, you probably need to play longer to really feel the difference.
By the way, where did you get those soundtracks?
I dreamed with this mod other day. White-clad biotechnological samurais out of a false dune.
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When did "craft grade c" changed to use a Stone called "corroded metal" instead any metal bars? I smelt a Ton of corroded metal like a idiot until realizing. It got way harder to get military grade nanotechnee now. No more roomba farming :'(.
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Fext are still mentioned in the nanotechnee descriptions. I kinda miss them. May confuse newcomers.
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Got a ghost while playing as Nobles. First time ever in this mod. I believe It should not have happened.
Hey, tried to use Dwarf Therapist, looks like it's crashing when reading dwarves. I guess it's expected because of the custom content?
Can you provide informations related to industries?
Is it normal that all workshops are the same as Vanilla?
I read that characters don't need to eat, is that true for all races?
Why are similar items (same name) listed multiple times in the workshops?
What can I do with pipe ore? It's not listed anywhere in the forge.
A short tutorial explaining how to get started would help greatly beginners like me.
What can I do with pipe ore? It's not listed anywhere in the forge.
There are versions of equipments. If you look into the uniforms tab in the military screen, you can see the different versions, like "Standard Issue rifle" and "laser-sighted rifle". They all appear the same in the manager and workshops, so I usually choose the ones I want from the uniforms tab and count them. If the uniforms tab lists the "convex-bladed sword" as the third sword to appear, the third sword in the workshop or manager will be "convex-bladed sword".
Why are similar items (same name) listed multiple times in the workshops?
A short tutorial explaining how to get started would help greatly beginners like me.
I always forget, but suggesting a way to see exactly which equipment version we are making from the workshop or manager screens is one of the reasons I made an account in this forum.
Hey, how come I can't harvest wild white mushrooms? No matter what time of the year, I never can. Farming them is no problem. I don't know if the other wild mushroom types are like this too.
Hey, good work on the mod.
I ran into a few problems with some of the crops, where they will grow into a nameless, default "plants" entity, and then vanish once harvested. It seems to apply to brown/white/black mushrooms and waterflowers, not sure about moss bushes or glowing mushrooms.
I don't know if this is intentional; growing soy beans only produces 'soy bean plants', but no 'soybean pods', and neither of them produce seeds when brewed.
Also what are the conditions for the special weather effects? Do they start appearing after a while, or should they start appearing right from the start of your embark?
I've been looking into the plants, but I think I'll just need to replace them with something I know works, thanks for the tip. As for the weather effects, as it turns out they're kind of broken right now and I've been trying to fix them for a looong time. I think I might have gotten a handle on it now though. I'll have an update out soon.
I've been looking into the plants, but I think I'll just need to replace them with something I know works, thanks for the tip. As for the weather effects, as it turns out they're kind of broken right now and I've been trying to fix them for a looong time. I think I might have gotten a handle on it now though. I'll have an update out soon.
Okay cool, just a heads up on some other bugs I found:
The adventurer reaction for 2-gauge rounds and 2-gauge slugs requires two 3-D printers, also producing 4-gauge slugs and 2-gauge rounds respectively. Simple number swap in the raws did the trick.
Not sure if intentional, but Castle sites use vanilla noble nomenclature, e.g hearthperson, lord, baronees. Still, funny to see.
Dragon mechs appear to burn away their own fat layer somehow. EDIT: Also has a vanilla skin layer.
I like how you adapted dragons to the setting, do you plan to do the same with the other semi/mega-beasts?
A PTW and possible bug report, steel, machinery, bronzes, and copper appear in the weapons category of the forge but can't be used for anything, and I haven't tampered with anything on my end.
Really loving the stuff about the various armor patterns on the OP.
Dragons are cyborgs, not robots, so they do have skin. Adapting all the megabeasts wasn't my plan though. I'll look into the title issue and fix the adventurer crafting bug.
Dragons are cyborgs, not robots, so they do have skin. Adapting all the megabeasts wasn't my plan though. I'll look into the title issue and fix the adventurer crafting bug.
Ah, my bad, I forgot about the 'bio' in biomechanical of the description, thus imagining the beast as only a central nervous system encased in a mountain of armour and guns (haven't experimented with bioframes yet).
Still, the autonomous dragons appear to cause self-harm (albeit insignificant) from their own fire sources/burning grass.
https://imgur.com/a/1l9qDEg
Hi squamous,
I've been enjoying the mod and your work tremendously. Many thanks for your effort.
I wanted to let you know that I've started a wiki entry for the mod and have several pages worked out already. I like this mod a lot but found my play suffering from the number of things different from vanilla DF and no place to look them up. Seeing as I can spend most of my time playing the main game just cruising on the wiki, I figured this could use an entry of its own. They are all linked here:
https://dwarffortresswiki.org/index.php/Modification:The_Long_Night (https://dwarffortresswiki.org/index.php/Modification:The_Long_Night)
I have the stats for creatures and clothing pulled from the raws already (I think) but am procrastinating until my sense of effort returns during the week sometime but I think I have otherwise made a pretty big dent in the bare essential stuff. Unfortunately, most of the table info was pulled from the 2.6 raws so anything that changed with 2.61 is likely wrong. If you or anyone who actually understands raw files (or knows wiki format language) sees anything incorrect, please rectify it or add what you feel needs to be added.
- - - -
Additionally, I have seen a few bugs (maybe?, I confess my understanding of the token system is limited) while pulling stats from raws and figured I'd list them here while I'm at it. I don't know if most of them have in-game ramifications or if things somehow work despite them.
*several bioframe (firenzi-palio, barda-terugen, krest-lotwyr) sizes do not match description
*both tar clay and plastic refuse create earthenware while nothing creates plasticware (also nothing creates porcelain, but by design?)
*no ammo in the NAIL category (nail spike is BULLET1) and nail-guns only use NAIL
*arrows are bigger than rockets?
*bullet boiling point? (lower than melting)
*Nanotechne max edge values do not match or trend (?)
*entity yaksha and rakshasa civ files switched?
*multiple pet values for transport drones and most vehicles
*2 different child ages for both dolphin uplift / blue whale
*builder worms are listed as nanomutants. Supposed to be cave nanomutant? I got one as a wagon puller on Asura embark
*planetary humans have human class but humans have mammal instead, don't know if it matters
*creature classes cogiton, slugge, venus and afore-mentioned cave nanomutant are used in entity files but do not apply to any creatures (that I found in the raws)
Hello, just a few more things I noticed:
*Are dolphin-uplifts meant to be so big? (1,000,000 = ~14 times a normal human)
*Dolphins, gorillas, octopi, subhumans, rakshasas, and yaksha are all big enough to wield all weapons single-handed, including bows (raise bow 2-hand limit?)
*Haven't seen a rahshasa civ in 3 or 4 worlds (all max civs and very long history, bad luck? or maybe they die out?) plenty of yaksha though
*Moss tree wood is very dense, more than concrete
*Asura, who don't need to drink, psychologically suffer from not drinking (a problem with necromancers in the main game too) not sure if it's fixable
EDIT:
Btw, I was looking through the 2.5 version that I first started playing on and I find I miss some of the old critters like techroaches, energy slugs, and such. I think most of them are the old nanomutants. I do like the new ones too, but the names are a little too same-y, I think. Everything's a 'whatever'-class and I have to look at their description to remind myself if it's a malformed human torso dragging itself around trying to steal food or a super-nano tiger stalking my fishermen. But I do like the lore flavor behind the Anti-Nirvanists and their abominations with their Vedic (I think?) naming conventions. What I'm trying to say is I like them both and I hope the old ones could be worked back in somehow.
I didn't mean to come across as impatient. I'm well aware that you're very busy and this is just done for fun in any case.
I'd taken a look at Fallen Frontier before and it does look interesting. Haven't checked out Fall from Grace or any of the others yet, though. I guess that being a fan of sci-fi dystopias like Battle Angel Alita/GUNNM, Blame, Fallout, Primordia, 40K, etc. I just find this one the MOST interesting as it ticks all the geek checkboxes for me.
When I was gathering data for the plant wiki page it struck me how few tree types there were compared to the vanilla. If I brainstorm some up, would you be interested? Or do you want to keep it where it's at? I can put them in the RAW format with notes if that'll help.
As for more trees, I'm curious, but they'd have to stay in the moss forest biomes. The rest of the map is meant as a deserted wasteland after all.
Currently playing as Nobles, and trying to figure out if theres anything you can do with plastiglass. Im assuming its supposed to be used to make windows and various other glass products, but...As for more trees, I'm curious, but they'd have to stay in the moss forest biomes. The rest of the map is meant as a deserted wasteland after all.
Imo, i think you could probably do some interesting things with the lore you have. After all, who says the trees need to be wood, or even organic? :3c We already have nanite goo, so perhaps there could be nanite metal in the shape of trees as the algorithms try to replicate something it doesnt understand, and cutting them down could produce nanite goop or something that can be an alternative for metal production, or perhaps used for a specific grade of metal.
And ofcoarse with those trees comes the other nanite abominations as well.. Instead of the land being filled with undead, its nanite built/controlled creatures, perhaps akin to werebeasts, that infect and change your population into more nanite abominations.
Hi! I was wondering if you have any plans to add in dfhack or quality of life improvement's in the near future for this mod. I've spent 16 hours myself fiddling around and seeing what works with dfhack being the most fussy thing to get working with the mod XD. Truly love the concept and back story of your mod and hope to see it grow. Maybe even some meph tile set love for eye candy. <3
I think I have the Wiki nearly finished. It needs a few more descriptive paragraphs here and there but I'll get to it when I can. It has pages on creatures, plants, materials, weapons, armors, and civilization summaries. If anyone thinks of anything else that'd be helpful, let me know or feel free to throw it up there yourself.
https://dwarffortresswiki.org/index.php/Modification:The_Long_Night (https://dwarffortresswiki.org/index.php/Modification:The_Long_Night)
Several more questions about potential issues:
- Aluminum is very expensive in the main game as it is only available via its naturally pure form. After the advent of electrolytic purification processes it became one of the cheapest and most widely available metals. To have it still be as valuable as platinum seems a little silly. It ought to be very common and very cheap. Maybe used for furniture and such. It's already pretty common in the ore yields, so the value is probably all that needs to change.
- If I'm reading the utility worm raws correctly, the miliking coefficient on algae and protein worms was raised to 200,000 and the lactose one remains at the standard 20,000. I don't know if this was what was intended because this means, with 1200 ticks to a day, that while the lactose worms can be milked every 17 days, the other two can only be milked every 167 days. This would explain my difficulties with trying to milk my algae worm on my last embark. This doesn't seem like a good deal for a grazer that requires approximately 133 tiles of pasture. Or very realistic for a worm bigger than an elephant that is bio-engineered to maximize output. I feel like they should refresh their milk store faster than regular animals. Maybe 12,000 (every 10 days) would be more appropriate?
Quick Questions:
What does the portable refinery, synthesizers, 3d printers, and deconstructor do? Or are they for decoration. (which I dont mind having a cluster of neo-humans just chilling around waiting for their 3d print to be done lol)
What is the size unit of a 200,000u compared in real life? Or what is a measurement of 1u compared to, inches or feet?
How do rockets work? Do you need a gun or do they throw it?
Finally how does one get to exo-suits, or are they tide to certain factions as well? (Played alot of Neo-humans and Nobles)
Just What My Fortress has been up too:
Been playing as neo-humans inspired by the ancient-ancient history of the Roman empire. Been breeding my caeser class anti-personal-vehicle army ready to defend a mega underground city for 3 nights now, and have to say I'm completely sucked into your lore of The Long Night. Breaking into production of lightly armored squad of coil rifle gunners before having some bio-frames and machines accompany them on an assault against the Yakasah fortress of Walkwhips. ;D
My Fortress so far:
https://photos.app.goo.gl/7BgFsoBkrzfrjyCf6
My Head Cannon of what a female Dominance-22 exo-suit looks like on my militia commander *armed with a edge shiv*Spoiler (click to show/hide)
My Head Cannon of what a female Dominance-22 exo-suit looks like on my militia commander *armed with a edge shiv*While probably woefully inaccurate, I got more of an impression that the exo-armors were more akin to the Power Armor seen in the newer Fallouts; that is to say, sealed (more or less anyway, depending on the make and model,) tanky and heavy looking. As befits armor intended for troops carrying stuff like shotguns and combat axes into battle against guys with coilguns and such.Spoiler (click to show/hide)
My Head Cannon of what a female Dominance-22 exo-suit looks like on my militia commander *armed with a edge shiv*While probably woefully inaccurate, I got more of an impression that the exo-armors were more akin to the Power Armor seen in the newer Fallouts; that is to say, sealed (more or less anyway, depending on the make and model,) tanky and heavy looking. As befits armor intended for troops carrying stuff like shotguns and combat axes into battle against guys with coilguns and such.Spoiler (click to show/hide)
They're just operating on a proprietary frame system instead of a universal one, with the fancier, slimmer ones being akin to what the GDI wears in Tiberian Sun, just with an obvious exoskeleton and a little more bulk to it to reflect that nature. Stuff like the M-Grace and other "standard" armors, in the modern, ranged weapon dominated battlefield sense, basically.
After all, these suits are meant to protect their wearers from the elements as much as from gunfire and blades going by what's written.Spoiler: A couple examples of what I mean. (click to show/hide)
I ain't gonna lie, there was some part of me that wished it had the will and drive to make a total conversion for Fallout 4 based on this mod, since there's plenty of power armor mods plus what the base game gives to represent some of the major brands.
Not to knock the art though, whether you drew it yourself or not. Good stuff.
I should probably get back to my own settlement, take pictures and the like. Mine's above ground, though while open to the outside, the general residences are partially built underground due to an aquifer making going past a layer of plastic garbage an annoying hassle. Haven't gotten to see the ranged weapons in action much either because nobody wants to come and play with my soldiers, but the melee weapons have been plenty devastating, which is good. Even managed to bring down an Autonomous Dragon Gunship!
Quick Questions:
What does the portable refinery, synthesizers, 3d printers, and deconstructor do? Or are they for decoration. (which I dont mind having a cluster of neo-humans just chilling around waiting for their 3d print to be done lol)
What is the size unit of a 200,000u compared in real life? Or what is a measurement of 1u compared to, inches or feet?
How do rockets work? Do you need a gun or do they throw it?
Finally how does one get to exo-suits, or are they tide to certain factions as well? (Played alot of Neo-humans and Nobles)
Just What My Fortress has been up too:
Been playing as neo-humans inspired by the ancient-ancient history of the Roman empire. Been breeding my caeser class anti-personal-vehicle army ready to defend a mega underground city for 3 nights now, and have to say I'm completely sucked into your lore of The Long Night. Breaking into production of lightly armored squad of coil rifle gunners before having some bio-frames and machines accompany them on an assault against the Yakasah fortress of Walkwhips. ;D
My Fortress so far:
https://photos.app.goo.gl/7BgFsoBkrzfrjyCf6
My Head Cannon of what a female Dominance-22 exo-suit looks like on my militia commander *armed with a edge shiv*Spoiler (click to show/hide)
portable refinery, synthesizers, 3d printers, and deconstructor are for adventure mode crafting. I let civs make them on their own so it would be easier for players to get them
a human is 70,000u, for example
Rockets need cannon-type weaponry
Certain exosuits are tied to certain factions, yes
I believe units are roughly grams - cubic centimeters of water. It doesn't work out because most creatures are made of denser stuff than water, but it gives you a rough idea. Humans are roughly 70kg - which makes sense. Dwarves are 60kg, which gives you an idea of their height/weight ratio compared to humans (as wide or slightly wider, and somewhere around 20% shorter or more.)So what would bio-machines be in water :-\ I just wanna know what 7,000,000u be in feet xD. Ive just chucked it up to guess work at this point.
Totally agree, I imagine alot of the exo-armor to be more bulky or lighter, just depends on what the description I get from them. Also your boys taking down a dragon gunship would be amazing to see in art form. Did they go at it melee style or did you have some ranged weapons to shoot it down? Also would love to see your settlement here :D. I lost my first squad tonight to a bad demand for tribute from one of the bird people settlments so now I'm arming a nova-5 heavy armored squad with bio-frames and anti-personnel and anti-armor machines to back up them up when they head out with ancient nano swords and coil-pistols in my attempt for revenge.
Totally agree, I imagine alot of the exo-armor to be more bulky or lighter, just depends on what the description I get from them. Also your boys taking down a dragon gunship would be amazing to see in art form. Did they go at it melee style or did you have some ranged weapons to shoot it down? Also would love to see your settlement here :D. I lost my first squad tonight to a bad demand for tribute from one of the bird people settlments so now I'm arming a nova-5 heavy armored squad with bio-frames and anti-personnel and anti-armor machines to back up them up when they head out with ancient nano swords and coil-pistols in my attempt for revenge.
The helmet from that Redshift one in particular actually made me think of this mod. :P
And took it down in melee! Six of the 8 guys in the unit at the time swarmed it while it was attacking a ganesha I had chained by the north gate. Only ranged contribution was one of my whopping three railgunners at the time taking a potshot while she ran away from the thing.
Most of them are using K2 Magnifigue armor with y-visored helmets, apart from the militia commander who is packing a suit of Starner-V armor, with thier gear varying pretty wildly with several swords, axes, shivs, and a pile bunker. Basically ended up taking a typical fantasy engagement (knights vs dragon,) but making it IN SPAAAAAAAAAACE (for practical purposes.)
The rangers are all using Valiant-14s with the squad leaders using Valiant-16s (I like to imagine the only practical difference between them is down to better communication and tactical software and some minor aesthetic tweaks,) with one team currently comprised of 5 railgunners and another of 3 chemgunners packing shotguns. Their helmets are more varied, with several three-eyed models, an x-visor, and a couple four-eyed variants.
My dudes are all standard humans instead of any uplifts, off-worlders, or upper class mucky-mucks, in particular of the I guess "Republic" flavor, as opposed to the Communes or Corporatists. Was sheer coincidence.
Two things have sort of stuck out to me though. Well, three, but one is more of a minor nitpick than anything.Spoiler: Highly subjective, can be disregarded. (click to show/hide)
Wrt size, it is cubic centimeters which is important because I believe the game calculates the mass by using the density of the tissue. So in this mod where many critters have layers made of various nanotechnes, which range from as dense as nickel (grade-A) to aluminum (grade-S), you can get critters much heavier than organics of the same size. I think that is only important for blunt damage calculations or things like shoving in a wrestling match but you will need to be careful if you plan to cage them as they then have to be carried.
For some real life comparisons:
- A wolf is about 0.04 m2 (40 kg) or 40,000 u
- A polar bear is about 0.45 m2 or 450,000 u
- A cow is about 0.5 m2 or 500,000 u
- A hippo is about 1.5 m2 or 1,500,000 u
- An elephant is about 5 m2 or 5,000,000 u
- A humpback whale is about 30 m2 or 30,000,000 u
- A blue whale is about 100 m2 or 100,000,000 u
So it looks like a lot of these bioframes fall between hippo- and elephant-sized with the biggest ones topping even that (about the size of a cow riding a hippo riding an elephant). Meanwhile the ADW classes range from elephant- to humpback whale-sized. With plasma-cannon turrets.
Don't forget that there is now a wiki set up for this mod where you can go for all sorts of quick answers. Like playing the base game, I keep it on in the background at all times. If you see anything wrong that needs updating, throw it up there. I know the materials page and animal butchering column on creatures in particular need some love as there's a lot that isn't self-explanatory in the raws.
https://dwarffortresswiki.org/index.php/Modification:The_Long_Night:_Creatures (https://dwarffortresswiki.org/index.php/Modification:The_Long_Night:_Creatures)
And I've been using your wiki so much for the past few nights, very well put together :D Thank you for your work good sir.I'm glad to be a help. Honestly, it started as me keeping notes on scratch paper just to help myself play, but then I figured I ought to share and hopefully some folks would help me back. So I appreciate the feedback.
I think two good additions to put into the wiki would be what weapons and armor is available to what factions. I would love to know what factions had (for example) the bandit style exo-armors, so anyone can go for a bandit style settlement.I already have a stream-lined list of these. They can be found under each civ's description on the Civilization page. If you mean something more comprehensive like a full-on massive checkbox-filled table, I can look into it. I suppose knowing precisely which advanced armor the Titanians can make could be beneficial and I might have already copied that out anyway.
And the second addition would be what bio-frames and machines are tide to what factions. For example the caeser class anti-personnel anti-vehicle models for the Neo-Human/Executors.
Yet another addition would be maybe a quick start guide that can be universal for faction embarkments. Like how to set-up a nanotechne production quickly in the first year and possibly pros/cons for each faction. There's alot that could be added into the wiki like flavor text, detailed faction specific info, play styles, and pictures ;). I'm more incline to add faction specific pages with some lore/history, armor/weapons tree, general descriptions of what a faction race member looks like, ect.A quick-start guide could be useful, I'll look into it. I originally did have a guide written up for the 2.5 method of nanotechne-crafting which used any metal bar available (typically closest non-tasked) and therefore you had to careful that you kept the grade-C bars away from the smelter or it would use them. But that's obsolete now. (And grade-N is better anyway. Asura forever!)
I already have a stream-lined list of these. They can be found under each civ's description on the Civilization page. If you mean something more comprehensive like a full-on massive checkbox-filled table, I can look into it. I suppose knowing precisely which advanced armor the Titanians can make could be beneficial and I might have already copied that out anyway.
A quick-start guide could be useful, I'll look into it. I originally did have a guide written up for the 2.5 method of nanotechne-crafting which used any metal bar available (typically closest non-tasked) and therefore you had to careful that you kept the grade-C bars away from the smelter or it would use them. But that's obsolete now. (And grade-N is better anyway. Asura forever!)
I'm expressly avoiding taking the lore into my own hands. In fact most all of the lore bits are just copy-pasted from the first couple of posts in this thread. This project is squamous' vision and the lore is his to write, in my opinion. That said, he's revised it a bunch from where he started already, so if I was pressured to guess, he probably wouldn't mind some genuine, polite, and well-thought-out assistance in painting out the edges and corners.
But I think flavor-text snippets throughout the wiki would be great. I'm not clever enough for all that, so feel free to knock yourself out. I've tried to reach out to Kruggsmash about permission for the art he did on his episode of this mod but he hasn't replied and without being a patreon it's probably lost in the crowd.
Yep a comprehensive check-list of armor for each faction was what I was thinking too. Sorry for my poor grammar. I believe the colony human factions like Euro, Martian, Jovians, sub-humans, and Titanians don't have access to bio-frame/bio-morphs. Got multiple up-lift and the said list above not having access to them, but Nobles, Post-Humans, Neo-Humans do have access. Now they do have morphs for anti personnel and anti vehicles along with our friendly giant tardigrades.
(Had a quick check through civ/fac descriptions)
Unless you meant that all the factions could TRADE for bio-frame models, other then that I don't see them being able to embark with bio-frames.
Yep a comprehensive check-list of armor for each faction was what I was thinking too. Sorry for my poor grammar. I believe the colony human factions like Euro, Martian, Jovians, sub-humans, and Titanians don't have access to bio-frame/bio-morphs. Got multiple up-lift and the said list above not having access to them, but Nobles, Post-Humans, Neo-Humans do have access. Now they do have morphs for anti personnel and anti vehicles along with our friendly giant tardigrades.
(Had a quick check through civ/fac descriptions)
Unless you meant that all the factions could TRADE for bio-frame models, other then that I don't see them being able to embark with bio-frames.
I did say the critters are tricky. The embark screen is not comprehensive as there is an element of in-game random chance as well. In the entity files (in /raws/objects) one will find all the specifics of any given civ. For Europans, look in entity_organic_human_refugee.txt. There are 2 designations for animals, either permitted ([ANIMAL_CLASS:XXX]) or forbidden ([ANIMAL_FORBIDDEN_CLASS:XXX]). The permitted class are not guaranteed unless accompanied by the additional [ANIMAL_ALWAYS_PRESENT] tag. Then there's also the common domestic tags that grant the use of appropriately-marked animals.
Bioframes are permitted to Europans, but not guaranteed which is why I wrote "access to bioframes" next to pretty much every faction. If you want to up your chances, pick a civ that has some settlements in mountain biomes. They are likely to have encountered them and with the [PET] tag they'll get scooped right up. OR play it ballsy and embark in the mountains and capture them yourself. I like to overlap with mountains for just that reason though so far all I've caught are forest penguins and cleaner worms. They actually tend to spook pretty easy but the war ganeshas pastured out front of my gate might help a bit.
Speaking of that, @squamous, is plasma known to be effective? I had a Zuric-type running though my pasture shooting many of my animals with no effect. Baby ganesha took 3 hits to the neck and adventurer worms took a bunch of hits all with no noticeable effect. Nothing about damage in their descriptions or on Dwarf Therapist. Maybe they just have resilient hides? If so, they're working perfectly. I was hoping he'd come back and shoot the trashgulls for comparison but the adventurer worms refused to let up.
Yep a comprehensive check-list of armor for each faction was what I was thinking too. Sorry for my poor grammar. I believe the colony human factions like Euro, Martian, Jovians, sub-humans, and Titanians don't have access to bio-frame/bio-morphs. Got multiple up-lift and the said list above not having access to them, but Nobles, Post-Humans, Neo-Humans do have access. Now they do have morphs for anti personnel and anti vehicles along with our friendly giant tardigrades.
(Had a quick check through civ/fac descriptions)
Unless you meant that all the factions could TRADE for bio-frame models, other then that I don't see them being able to embark with bio-frames.
I did say the critters are tricky. The embark screen is not comprehensive as there is an element of in-game random chance as well. In the entity files (in /raws/objects) one will find all the specifics of any given civ. For Europans, look in entity_organic_human_refugee.txt. There are 2 designations for animals, either permitted ([ANIMAL_CLASS:XXX]) or forbidden ([ANIMAL_FORBIDDEN_CLASS:XXX]). The permitted class are not guaranteed unless accompanied by the additional [ANIMAL_ALWAYS_PRESENT] tag. Then there's also the common domestic tags that grant the use of appropriately-marked animals.
Bioframes are permitted to Europans, but not guaranteed which is why I wrote "access to bioframes" next to pretty much every faction. If you want to up your chances, pick a civ that has some settlements in mountain biomes. They are likely to have encountered them and with the [PET] tag they'll get scooped right up. OR play it ballsy and embark in the mountains and capture them yourself. I like to overlap with mountains for just that reason though so far all I've caught are forest penguins and cleaner worms. They actually tend to spook pretty easy but the war ganeshas pastured out front of my gate might help a bit.
Speaking of that, @squamous, is plasma known to be effective? I had a Zuric-type running though my pasture shooting many of my animals with no effect. Baby ganesha took 3 hits to the neck and adventurer worms took a bunch of hits all with no noticeable effect. Nothing about damage in their descriptions or on Dwarf Therapist. Maybe they just have resilient hides? If so, they're working perfectly. I was hoping he'd come back and shoot the trashgulls for comparison but the adventurer worms refused to let up.
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What's your exact technique for roofing when making above-ground forts?
Thanks for the new version. I'm sure I'll enjoy it a bunch when I get some free time. I had found a potential bug in the last version and it's still present hereBut after thinking about it, I realized it might be intentional. Sorry if that's the case.
- [ENTITY:RAKSHASA] file has typo in line 7: SITE_CONTROLLABLE does not have brackets. Explains why I haven't seen them as an embark option.
Went through my old bug lists and it looks like you addressed nearly all of them except these, so maybe they aren't bugs at all, but here you go:
- Blue whale has 2 child ages (1 and 10)
- Speaking of these guys though it looks as though, with no natural biome and no civ automatically granted them that they will not spawn in game, so maybe they're on hold atm?
- Both tar clay and plastic refuse create recycled plastic (earthenware)
- Is this intended? Seems weird for plastic refuse to come out of a kiln the same as tar clay, should it be called something different at least? (Unless petrochemical processes are going on I suppose, didn't think of that at first)
- Also with a non-zero absorption tag, recycled plastic will need to be glazed before it can hold liquids. Is this an error or is it just very porous?
- Multiple pet value tags with different values for transport drones and most vehicles(all but walkers)
- Dolphins, gorillas, octopi, subhumans, rakshasas, and yaksha are all big enough to wield all weapons single-handed which, honestly isn't a problem for melee weapons or even rifles but it's funny to think of a dolphin dual-wielding bows. I suppose if their hands are big enough they could just draw it with their thumbs, but I don't know :P.
EDIT: BTW, nothing to do with bugs but ever since I saw megastructure in the mod, I wondered if you were a Tsutomu Nihei fan?
I missed the blue whales, not sure what the second point is about, thought I fixed the earthenware thing so idk why it didn't work, will look into that, I am unsure how much of the clay-making process is hardcoded so I've mostly left it alone for now, pet values are overwritten by the one below it so that's not really a problem but it is messy I will admit, and the last issue is partially intended because they are meant to be big races. That said, NPCs simply don't dual-wield ever unless the player forces them so it's a moot point.I didn't know that about dual-wielding. I guess it only affects shield use then? I agree, not a big deal.
I do enjoy Nihei though.
I missed the blue whales, not sure what the second point is about, thought I fixed the earthenware thing so idk why it didn't work, will look into that, I am unsure how much of the clay-making process is hardcoded so I've mostly left it alone for now, pet values are overwritten by the one below it so that's not really a problem but it is messy I will admit, and the last issue is partially intended because they are meant to be big races. That said, NPCs simply don't dual-wield ever unless the player forces them so it's a moot point.I didn't know that about dual-wielding. I guess it only affects shield use then? I agree, not a big deal.
I do enjoy Nihei though.
Second point was just that I thought Blue Whales might not actually spawn in game given their tags, but I had yet to start a dolphin-uplift fort. I don't see them in the 2.66 raws, so I guess it doesn't matter for now.
So about the pottery, I did notice the changes, and I like the new names. More fitting, I think.
My note was about the soil input and pottery output being strange, though nothing is broken that I've seen.
I don't know for certain what you intend with clay-type materials but here is what you had in 2.61:
plastic refuse
OR -> earthenware [INORGANIC:CERAMIC_EARTHENWARE]
tar clay
industrial runoff -> stoneware [INORGANIC:CERAMIC_STONEWARE]
-nothing- -> plastic [INORGANIC:CERAMIC_PLASTIC]
-nothing- -> porcelain [INORGANIC:CERAMIC_PORCELAIN]
In 2.66:
plastic refuse
OR -> recycled plastic [INORGANIC:CERAMIC_EARTHENWARE]
tar clay
industrial runoff -> recycled slag [INORGANIC:CERAMIC_STONEWARE]
-nothing- -> porcelain [INORGANIC:CERAMIC_PORCELAIN]
It just seemed weird, at first, that tar clay and plastic garbage have the same out put, but then I realized that the 'kiln' might be doing more than a typical kiln and petrochemical refinement might be going on. Maybe?
On the other hand though, atypical of plastics, the recycled plastic leaks liquid and cannot be used to store any liquid (and possibly any food) unless it is glazed. I suppose this could signify that it is just really crappy plastic that needs extra post-processing but then the glazing options should probably be changed as the only two available are ash and tin glaze which would not be effective on most plastics currently in use today. Maybe create a new reaction for plastic glazing using more harvested plastic refuse? Like applying a second coat?
On the other hand, if that's not what you want, you can just remove the [ABSORPTION:10] and [DISPLAY_UNGLAZED] tags from the recycled plastic and it should hold liquids, no problem.
I tend to use a lot of pots for food storage, so it is a matter near and dear to me. Sorry if I'm being weird about it.
I do like the idea of a plastic glaze though, maybe not for the recycled plastic but for the recycled slag. You know, give it a plastic coating to make it food safe. Sounds neat to me.
Also, have you considered making any of the stones kilnable/glassable? Sort of like kaolinite or rock crystal in the base game. I think plastiglass and crystalline glass are prime for it. Plastiglass could make superior vessels, like the vats on the utility worm backs. And crystalline glass could make very expensive glassware items.
Another thought I had, with nothing to do with pottery, is about the base game's animal-man mechanics. With the descriptions of the nanomutants talking about how they are failed attempts to create more-or-less humans adapted to life in the wasteland and now with the clone creatures being the same but biological rather than nano-mechanical, I thought you might be able to use that mechanic to make small tribal groups of nanomutants or failed clones that represent limited strains of their kinds that have achieved a rudimentary sapience and formed a loose society and, like the base game, wander about the surface or camp out in the upper caverns. They would be rare, I suppose, but it would be interesting. And creepy. What do you think?
EDIT: Looked up glazing in depth. It turns out ash glazing IS one of those hard-coded things like you mentioned, but tin-glazing is not and, furthermore, actually require cassiterite and not tin, so we in the far future can't do that anyway. However, it might be possible to re-work tin glaze to be plastic coating.
Question: How rare is it to find glowing mushroom plants? And what would be the createitem command to make glowing mushroom spawn? Would it be something like dfhack: createitem PLANT GLOWING MUSHROOM SPAWN. Ive only been able to spawn in the normal one word mushroom with the dfhack screen.From the raws it looks like they are rare. They have a frequency of 10 meaning a 10% chance to exist in an assigned biome.
I've been trying to find this one plant in the lower subterranean levels between 1-3 and I've had no luck so far. Is it a rare plant or am I going crazy.
EDIT: createitem PLANT GLOWING_MUSHROOM
I figured it out.
Thanks for the information. I honestly have done very little with clay making so frankly I don't really know how to make it work.You're welcome and it's little wonder. There are so many facets to this game that it can be crazy keeping track of everything.
However, I've updated the mod so that ocean soil makes porcelain due to its high amount of silicates, and glass gems can be made into glassware. Let me know if that works or not.I've looked the new stuff over and that's pretty interesting. I know pelagic soils are hard to encounter in fort mode as they tend to only exist under deep ocean areas but maybe a coastline or island embark stretched out over the ocean could do it? I'll have to try it out for kicks at some point. But I think it's fitting as an ultra-rare, high-quality ceramic that would normally be unknown in the post-apocalyptic setting. I like the glassware, too. Not what I was thinking when I suggested that (I was just thinking of [CRYSTAL_GLASSABLE] tag for making crystal glass) however, a new ceramic is better as glass-making is ALL hard-coded. And it fits so everything's good.
Also, humanoid forms of biological mutants are the Subhuman race, and humanoid nanomachine monsters are Asura, Yaksha, and Rakshasa.Ah, yeah, makes sense. Nevermind, I guess. In the base game, animal people seem most useful in adventurer mode anyway and you already have a wide variety of races to choose from.
@squamous
Next Stop, Octopus uplift fortress!
Question 1: Have you seen more interest or support after the latest episode Kruggsmash uploaded?
@squamous
Next Stop, Octopus uplift fortress!All seriousness, the latest update fix definitely helped and added some life improvements. Now we get to see what weapon types we are making and easily make production orders for our military ;DSpoiler (click to show/hide)
Question 1: Have you seen more interest or support after the latest episode Kruggsmash uploaded?
Question 2: What ideas might you still have for the mod or lore for The Long Night. Or what do you wish to explore still in the mod once you have time or interest?
Question 3: What's your favorite race or faction in the mod.Spoiler (click to show/hide)
Hello! I've started playing Adventure Mode in the mod recently (first time I've ever really played Dwarf Fortress's Adventure Mode) and I'm having a lot of fun, though I've found some minor bugs related to adventurer crafting. They're an Asura Outsider, should it be relevant.
The options in primitive metalcrafting could really do with being renamed. I had some spare bronze chunks and not enough metal in general to turn into nanotechne, so I decided to make some weapons for throwing. Turns out that trying to make a warhammer resulted in a scattergun, a battleaxe a scatterpistol, and a crossbow a long shiv. Bolts did actually make bolts though.
When using the deconstruction option to break down equipment into junks, it seems weapons always give 3 chunks, and as it only takes 1 to make a pistol, you can infinite generate chunks of your choice. Or at least it worked for the bronze stuff I was working with. Also, it seems you can't break down exo-helments or arms/legs, which is somewhat annoying.
I'm not sure whether it's intentional or not, but my character is unable to craft exo-arms and legs. They can make every exo-suit and helm available, just not arms and legs, I've had to find and loot those so far.
I'm getting really frustrated with not being able to craft any weapons. I can't craft any shivs cuz it keeps saying "no sharpenable stone" and the metal i have is useless because for some reason i can't use steel to make a shiv >.>
I'm close to just modifying the files to allow the metals to be actually used for simple melee weapons.
also wtf are all the metals at the bottom of the list? "dark metal" "translucent metal" that stuff. they can be used to make weapons but i have not been able to find any of them in the ground and there are no options in the smelters that refer to their bars .-.
I'm aware what a shiv is in lore, but that doesn't change the fact that for ppl who don't have access to the more advanced stuff they should be able to build improvized weaponry.I'm getting really frustrated with not being able to craft any weapons. I can't craft any shivs cuz it keeps saying "no sharpenable stone" and the metal i have is useless because for some reason i can't use steel to make a shiv >.>
I'm close to just modifying the files to allow the metals to be actually used for simple melee weapons.
also wtf are all the metals at the bottom of the list? "dark metal" "translucent metal" that stuff. they can be used to make weapons but i have not been able to find any of them in the ground and there are no options in the smelters that refer to their bars .-.
You use nanotechne for all weapons. Normal metal can't be used for anything except decoration, as lore-wise having weapon and armor made out of ubiquitous self-adapting quasi-alive supermetal trumps mundane metals, so making that stuff out of anything else would be a waste of effort. Also, while its called a shiv, it's more like an elegant stiletto dagger than a crude prison stabby thing.
All the bottom stuff, however, is procedurally-generated angelic materials i haven't figured out how to delete yet.
Like there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/
read my other post tooLike there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/
I'm unable to prevent being able to make bows and arrows out of wood. I would do so if I could, but being able to make non-metal ranged weapons at a bowyer's shop is hardcoded, and I'm ultimately forced to work within the limitations of the game itself (as far as I am aware, I may be wrong and will be looking into it presently, but no promises). My apologies for the confusion.
read my other post tooLike there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/
I'm unable to prevent being able to make bows and arrows out of wood. I would do so if I could, but being able to make non-metal ranged weapons at a bowyer's shop is hardcoded, and I'm ultimately forced to work within the limitations of the game itself (as far as I am aware, I may be wrong and will be looking into it presently, but no promises). My apologies for the confusion.
read my other post tooLike there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/
I'm unable to prevent being able to make bows and arrows out of wood. I would do so if I could, but being able to make non-metal ranged weapons at a bowyer's shop is hardcoded, and I'm ultimately forced to work within the limitations of the game itself (as far as I am aware, I may be wrong and will be looking into it presently, but no promises). My apologies for the confusion.
Ah, I missed that one. Regardless, all the weapons and armor that is currently being out of things besides nanotechne simply shouldn't be. Nanotechne itself is common enough, as are handheld furnaces and 3D printers, that even peasants can make use of it. It's not rare or hard to work with or anything like that, and is ubiquitous across the planet. I was originally keeping conventional metals around to function as rare jewelry or relics of the past, but if I am going to do anything about it it would be deleting all normal metals from the game wholesale instead.
read my other post tooLike there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/
I'm unable to prevent being able to make bows and arrows out of wood. I would do so if I could, but being able to make non-metal ranged weapons at a bowyer's shop is hardcoded, and I'm ultimately forced to work within the limitations of the game itself (as far as I am aware, I may be wrong and will be looking into it presently, but no promises). My apologies for the confusion.
Ah, I missed that one. Regardless, all the weapons and armor that is currently being out of things besides nanotechne simply shouldn't be. Nanotechne itself is common enough, as are handheld furnaces and 3D printers, that even peasants can make use of it. It's not rare or hard to work with or anything like that, and is ubiquitous across the planet. I was originally keeping conventional metals around to function as rare jewelry or relics of the past, but if I am going to do anything about it it would be deleting all normal metals from the game wholesale instead.
If im not mistaken, an earlier discussion in this thread about the 3d printer and synthesizer stuff established that they do nothing in fortress mode. As such, no, my Corvids don't have access to anything but fucking steel.
read my other post tooLike there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/
I'm unable to prevent being able to make bows and arrows out of wood. I would do so if I could, but being able to make non-metal ranged weapons at a bowyer's shop is hardcoded, and I'm ultimately forced to work within the limitations of the game itself (as far as I am aware, I may be wrong and will be looking into it presently, but no promises). My apologies for the confusion.
Ah, I missed that one. Regardless, all the weapons and armor that is currently being out of things besides nanotechne simply shouldn't be. Nanotechne itself is common enough, as are handheld furnaces and 3D printers, that even peasants can make use of it. It's not rare or hard to work with or anything like that, and is ubiquitous across the planet. I was originally keeping conventional metals around to function as rare jewelry or relics of the past, but if I am going to do anything about it it would be deleting all normal metals from the game wholesale instead.
If im not mistaken, an earlier discussion in this thread about the 3d printer and synthesizer stuff established that they do nothing in fortress mode. As such, no, my Corvids don't have access to anything but fucking steel.
You should still be able to synthesize nanotechne by harvesting it from corroded metal, and convert that into a military grade type of nanotechne. If you can't, then I'll have some workaround for the next update to make it easier. If you want to modify things to your personal taste so that steel can be used for weapons, then you're welcome to do so. If you don't know how, then go to Dwarf Fortress- The Long Night\data\save\region1\raw\objects\inorganic_metal.txt and add [ITEMS_WEAPON][ITEMS_WEAPON_RANGED] to the metals of your choice. I can't guarantee it would work, but it ought to. Some things behave nicely when modified in a saved game and others just refuse to work.
read my other post tooLike there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/
I'm unable to prevent being able to make bows and arrows out of wood. I would do so if I could, but being able to make non-metal ranged weapons at a bowyer's shop is hardcoded, and I'm ultimately forced to work within the limitations of the game itself (as far as I am aware, I may be wrong and will be looking into it presently, but no promises). My apologies for the confusion.
Ah, I missed that one. Regardless, all the weapons and armor that is currently being out of things besides nanotechne simply shouldn't be. Nanotechne itself is common enough, as are handheld furnaces and 3D printers, that even peasants can make use of it. It's not rare or hard to work with or anything like that, and is ubiquitous across the planet. I was originally keeping conventional metals around to function as rare jewelry or relics of the past, but if I am going to do anything about it it would be deleting all normal metals from the game wholesale instead.
If im not mistaken, an earlier discussion in this thread about the 3d printer and synthesizer stuff established that they do nothing in fortress mode. As such, no, my Corvids don't have access to anything but fucking steel.
You should still be able to synthesize nanotechne by harvesting it from corroded metal, and convert that into a military grade type of nanotechne. If you can't, then I'll have some workaround for the next update to make it easier. If you want to modify things to your personal taste so that steel can be used for weapons, then you're welcome to do so. If you don't know how, then go to Dwarf Fortress- The Long Night\data\save\region1\raw\objects\inorganic_metal.txt and add [ITEMS_WEAPON][ITEMS_WEAPON_RANGED] to the metals of your choice. I can't guarantee it would work, but it ought to. Some things behave nicely when modified in a saved game and others just refuse to work.
how do i get nanotechne from corroded metal? I've been smelting alot of it for a few years (the whole reason i have steel), but i tried to go to the smelter and look at the craft C-grade but it says i have none. so how am i supposed to get nanotechne from corroded metal?
mmk i'll keep that in mind when the traders come back. btw, how do Corvid Uplifts reproduce? they've been laying eggs (and the first thing they tried doing was cooking them >.>) but none have yet hatched.
mmk i'll keep that in mind when the traders come back. btw, how do Corvid Uplifts reproduce? they've been laying eggs (and the first thing they tried doing was cooking them >.>) but none have yet hatched.
Oh shoot are they laying eggs still? That actually might be an error I need to fix. Basically, the mother needs to stay on them for the entire gestation process or they die, which is hard when they go off to party or eat or drink or what have you. You might need to use a 1x1 burrow or something to keep her in there, and place a food/drink stockpile in the same place so she doesn't starve. I've heard people say that works so I haven't made them give live birth yet, but let me know if that isn't actually true.
mmk i'll keep that in mind when the traders come back. btw, how do Corvid Uplifts reproduce? they've been laying eggs (and the first thing they tried doing was cooking them >.>) but none have yet hatched.
Oh shoot are they laying eggs still? That actually might be an error I need to fix. Basically, the mother needs to stay on them for the entire gestation process or they die, which is hard when they go off to party or eat or drink or what have you. You might need to use a 1x1 burrow or something to keep her in there, and place a food/drink stockpile in the same place so she doesn't starve. I've heard people say that works so I haven't made them give live birth yet, but let me know if that isn't actually true.
Is there a way you can make it so that when they sit on the eggs they won't move no matter what? and set it up so that they are brought water by others as if they were in the hospital.
mmk i'll keep that in mind when the traders come back. btw, how do Corvid Uplifts reproduce? they've been laying eggs (and the first thing they tried doing was cooking them >.>) but none have yet hatched.
Oh shoot are they laying eggs still? That actually might be an error I need to fix. Basically, the mother needs to stay on them for the entire gestation process or they die, which is hard when they go off to party or eat or drink or what have you. You might need to use a 1x1 burrow or something to keep her in there, and place a food/drink stockpile in the same place so she doesn't starve. I've heard people say that works so I haven't made them give live birth yet, but let me know if that isn't actually true.
Is there a way you can make it so that when they sit on the eggs they won't move no matter what? and set it up so that they are brought water by others as if they were in the hospital.
That'd be the intent of the burrows. If you assign a corvid a 1x1 burrow directly over the nest, it will be unable to leave that square I think. As for bringing food and water, you'd need to create a pool or well directly next to the nest box, and a food stockpile on the same square as the nest box. All of that ought to take care of things from what I've been told.
Hi! Just a quick question for a planned Asura-class fortress. Do the clawed variants of exo-arms give any bonus damage for unarmed combat? And does this go for clawed exo-legs as well? I have a mental picture of super powerful martial artists squad in my head just punching in mutant skulls. Or is it a better idea to give them actual weapons for an upcoming war with the Nobles ;D
Thanks! Also do the Asura actually need food? My guys are thirsty and starving.
I don't really know why I'm even bringing this up, considering it doesn't negatively effect gameplay and realism isn't much of a concern in this mod, but some of the posthumans having a whole lot of extra limbs bugs me. I mean, four arms kind of makes sense. But six? Eight? Having a few extra arms could be useful for work if you're good at multitasking, but past that it seems like you would mainly just be hauling a bunch of extra weight around all the time. It wouldn't realistically be that useful for melee, though it may be in game, because though you may think most of the power behind a blow is coming from your arm, in reality a lot of it comes from your body, and you only have one of those. That's why dual wielding in real life wasn't ever very popular. And more than two legs? That would really be a pain in the ass, unless you're some kind of centaur. The point is, I understand you're going for the Hindu theming with the posthumans, but I think it's a little ridiculous.
I know this all may seem pedantic, but this mod's so good, I had to find SOMETHING to complain about, throw me a bone here.
I don't really know why I'm even bringing this up, considering it doesn't negatively effect gameplay and realism isn't much of a concern in this mod, but some of the posthumans having a whole lot of extra limbs bugs me. I mean, four arms kind of makes sense. But six? Eight? Having a few extra arms could be useful for work if you're good at multitasking, but past that it seems like you would mainly just be hauling a bunch of extra weight around all the time. It wouldn't realistically be that useful for melee, though it may be in game, because though you may think most of the power behind a blow is coming from your arm, in reality a lot of it comes from your body, and you only have one of those. That's why dual wielding in real life wasn't ever very popular. And more than two legs? That would really be a pain in the ass, unless you're some kind of centaur. The point is, I understand you're going for the Hindu theming with the posthumans, but I think it's a little ridiculous.Kinda how I picture the Asura in exo-suits:
I know this all may seem pedantic, but this mod's so good, I had to find SOMETHING to complain about, throw me a bone here.
Thanks! Also do the Asura actually need food? My guys are thirsty and starving.
They do need food, mostly because even if they don't need to eat or drink they still get bad thoughts about not eating or drinking. Think of it as them absorbing the ambient nanomachines from their food and water moreso than gaining sustenance from the biological parts.
I don't really know why I'm even bringing this up, considering it doesn't negatively effect gameplay and realism isn't much of a concern in this mod, but some of the posthumans having a whole lot of extra limbs bugs me. I mean, four arms kind of makes sense. But six? Eight? Having a few extra arms could be useful for work if you're good at multitasking, but past that it seems like you would mainly just be hauling a bunch of extra weight around all the time. It wouldn't realistically be that useful for melee, though it may be in game, because though you may think most of the power behind a blow is coming from your arm, in reality a lot of it comes from your body, and you only have one of those. That's why dual wielding in real life wasn't ever very popular. And more than two legs? That would really be a pain in the ass, unless you're some kind of centaur. The point is, I understand you're going for the Hindu theming with the posthumans, but I think it's a little ridiculous.
I know this all may seem pedantic, but this mod's so good, I had to find SOMETHING to complain about, throw me a bone here.
I should just stop complaining about other people's mods, and start working on my own. Good work though man, seriously. I was there when you first started posting your mods on /dfg/ several years. It's awesome to see how much progress you've made.
Do you use any pieces of anyone else's mods? There are quite a few tweak mods out there that you may want to look into. I haven't tried any of them, but I think some of them are cross compatible with other mods.
Thanks! Also do the Asura actually need food? My guys are thirsty and starving.
They do need food, mostly because even if they don't need to eat or drink they still get bad thoughts about not eating or drinking. Think of it as them absorbing the ambient nanomachines from their food and water moreso than gaining sustenance from the biological parts.
That they're described as being extremely vain probably also contributes - one way of signifying status and such being the quality and quantity of food one has.
Plus it could genuinely be entirely psychological.
I don't really know why I'm even bringing this up, considering it doesn't negatively effect gameplay and realism isn't much of a concern in this mod, but some of the posthumans having a whole lot of extra limbs bugs me. I mean, four arms kind of makes sense. But six? Eight? Having a few extra arms could be useful for work if you're good at multitasking, but past that it seems like you would mainly just be hauling a bunch of extra weight around all the time. It wouldn't realistically be that useful for melee, though it may be in game, because though you may think most of the power behind a blow is coming from your arm, in reality a lot of it comes from your body, and you only have one of those. That's why dual wielding in real life wasn't ever very popular. And more than two legs? That would really be a pain in the ass, unless you're some kind of centaur. The point is, I understand you're going for the Hindu theming with the posthumans, but I think it's a little ridiculous.Kinda how I picture the Asura in exo-suits:
I know this all may seem pedantic, but this mod's so good, I had to find SOMETHING to complain about, throw me a bone here.
https://www.artstation.com/artwork/BmdJGl (https://www.artstation.com/artwork/BmdJGl)
(https://imgur.com/a/ybyKKrg)
Kinda how I see some Rahshasa (but a little more cybernetic than this):
https://www.artstation.com/artwork/mqzOv8 (https://www.artstation.com/artwork/mqzOv8)
(https://imgur.com/a/tCSwN3l)
Edit: imgur links not working, added hotlinks
Huh I never got the sense the Rakasha are THAT monster like. Cool mental image tho ;)Rakshasa one might be a bit much. I mean they still have hair and regular eyes and all that. But their bodies are WAY twisted. They come in 22 different variations and combinations of 1-3 heads and 2-6 legs and arms and some even have sort of trunks on their faces, and they're 5 times a human size and completely insane. I think the level of monstrosity is quite accurate even if the degree of insectoid is a little too much.
I'm thinking maybe if the posthumans are slapping extra body parts on themselves, maybe it would make more sense to give them ones that would provide a practical benefit. Why not have some of the more powerful ones have sort of a centaur like lower body, for extra running speed. Or maybe... I dunno, that's really the only one I can think of. I mean, if you're able to customize your own body, imagine all the crazy things you might try.Some of the Rakshasa do have warped centaurian (or even hexapedal) bodies. The Asuran progenitors (Anti-nirvanists) took obvious Vedic inspiration in the design of their new forms and chose forms that mimicked both the eponymous Asura and divine figures like Durga to mark their ascension to demi-godhood and immortality. The design choices were out of vanity and not pragmatism. At least, that's my take on it.
General Question: What do you guys think of the extra-humenoid stocks. The hunting men, ogre men, bat men, abominable Men, half men, worm men, thin Men, and grub men? I have a hunting man but I don't exactly know how to picture hunting and the half men types.
Example of what I think hunting men look like:
https://i.pinimg.com/originals/d7/81/88/d78188ac1ad424560cc2da931071460b.jpg
And have any of you guys found uses for these what are classified as "Animal People" in your forts? Or are they here for decor. I thought at first they might be like trolls where they can do simple tasks like lugging stone or other goods, to being able to mine or hunt. But it seems like they don't do much except to look pretty. Which aint a bad thing, we can always make a zoo for the sub-humans 8)
That's a real shame that the game limits you to one transformation per creature. What is it precisely that causes that restriction.
Also, IS THAT MAN WIELDING A PIZZACUTTER?!?
So how is it that you managed to give certain creatures the ability to regenerate? I thought even Toady hadn't figure that one out.
It was a new power introduced recently by him actually. Essentially he made it so that when you roll the dice gods bless you with full healing if you get a lucky roll, so i took that and made it a deliberat interaction.
It was a new power introduced recently by him actually. Essentially he made it so that when you roll the dice gods bless you with full healing if you get a lucky roll, so i took that and made it a deliberat interaction.
So do vampires have regeneration powers in 0.47? I haven't played as one since the update.
Hey! Enjoying the mod a lot, but had an issue and dropping by to make a small bug report:
Not sure what exactly happened, but wild Air carrier reinforcement spawns (?) seem to have become my livestock. It would be easy to ignore if they weren't stuck in a hostile state. They keep attacking my pets and citizens in melee while not being marked as hostile. I am afraid to deal with them because I suspect it might cause a loyalty cascade.
Hey! Enjoying the mod a lot, but had an issue and dropping by to make a small bug report:
Not sure what exactly happened, but wild Air carrier reinforcement spawns (?) seem to have become my livestock. It would be easy to ignore if they weren't stuck in a hostile state. They keep attacking my pets and citizens in melee while not being marked as hostile. I am afraid to deal with them because I suspect it might cause a loyalty cascade.
Try saving and killing them first. I really don't know how that could happen. I think it might be a bug with the game.
A few oddities I've noticed:
- Deconstructing ammo in adventure mode gives chunks of energetic compound, but ammo crafting uses power packs.
- Cultivator cyborgs have a caste for former gorilla uplifts, but none of the technomancer secrets can transform gorilla uplifts.
- Regular human cyborgs don't seem to exist anyone, but aren't mentioned as being removed in the changelog.
- Cultivator cyborg castes don't have the statlines or unique abilities of their former race (e.g. nobles lose their psychic senses and improved mental stats).
All the bottom stuff, however, is procedurally-generated angelic materials i haven't figured out how to delete yet.In Advanced World Generation, there is an option to disallow divine materials, which are the materials you are referring to. Perhaps in any future versions you could change this setting to "No" in your custom world presets?
What exactly was broken about the human cyborgs that made you remove them?
What's the difference between a certain one set of worldgen presets and the "pop" ones?
Hey Sqaumos, I got this script that I modified from the musket-mod. It basically makes every rifles automatic,pistols semi-auto, shotguns shoots multiple shots(scatterguns in this script use cartridge instead of slug, sort of fit it well in my opinion), and explosive plasma jet rocket!. It's crude and straight forward but it gets the job done.
https://dffd.bay12games.com/file.php?id=15305
I got ideas for it, but I'm not familiar with lua yet, and only got a novice understanding of Python. But if anyone want to expand on it please do! It would be cool if we can increase FOV on snipers or make exo-suits increase speed and strength.
Hey Sqaumos, I got this script that I modified from the musket-mod. It basically makes every rifles automatic,pistols semi-auto, shotguns shoots multiple shots(scatterguns in this script use cartridge instead of slug, sort of fit it well in my opinion), and explosive plasma jet rocket!. It's crude and straight forward but it gets the job done.Could you walk through how this was done? This would be great for the Great War mod that squamous has.
https://dffd.bay12games.com/file.php?id=15305
I got ideas for it, but I'm not familiar with lua yet, and only got a novice understanding of Python. But if anyone want to expand on it please do! It would be cool if we can increase FOV on snipers or make exo-suits increase speed and strength.
edit: I was able to get this neat laser beam going. It's really just for show to be honest. It does nothing but a trail behind the bullet.
(https://i.imgur.com/E3F3lT8.gif)
Hey Sqaumos, I got this script that I modified from the musket-mod. It basically makes every rifles automatic,pistols semi-auto, shotguns shoots multiple shots(scatterguns in this script use cartridge instead of slug, sort of fit it well in my opinion), and explosive plasma jet rocket!. It's crude and straight forward but it gets the job done.Could you walk through how this was done? This would be great for the Great War mod that squamous has.
https://dffd.bay12games.com/file.php?id=15305
I got ideas for it, but I'm not familiar with lua yet, and only got a novice understanding of Python. But if anyone want to expand on it please do! It would be cool if we can increase FOV on snipers or make exo-suits increase speed and strength.
edit: I was able to get this neat laser beam going. It's really just for show to be honest. It does nothing but a trail behind the bullet.
(https://i.imgur.com/E3F3lT8.gif)
[WEAPON:ITEM_WEAPON_MINIGUN]
[AMMO:ITEM_AMMO_ER]
sc-script add SC_WORLD_LOADED raw/scripts/exo-armor.init
Then test it out in the object arena to see if you would like to add it officially to your games.
https://dffd.bay12games.com/file.php?id=15314
I fully implemented all ranged weapons and also added a bonus weapon called the Gatling Laser. The Gatling Laser shoots explosive rounds powerful enough to destroy construction...with a fire rate of 5. yeah it's basically broken and not in the entity file for that reason. But if you want to add it here you go.Code: [Select][WEAPON:ITEM_WEAPON_MINIGUN]
[AMMO:ITEM_AMMO_ER]
so whats new?
-I was able to get the scatterguns to shoot slugs instead of cartridge. But I will need to add pellets underneath every shotgun ammo. Right now when it fire it replace the projectile you shot and replace it with an ammo below it in the item_ammo.
-coil-weapons are faster than Rail-weapons.
-rifles are fast and but is less accurate.
-pistols are slower than rifles but are more accurate.
-Snipers are slower but is very accurate and hits harder.
-Cannons fuck shit up! they can really blow up your fortification so be very careful when using this. This also stops turtlingish. Sadly the Ai's aren't smart enough to target your fortification, but their is a chance that they may accidently fire a rocket while fighting the local faunas around your fort and it may go straight to your fort. So also be mindful when you see one of the seigers carrying a cannon with them.
-Scattercannon shoot multiple rockets doing a massive amount damage but reload time 300.
-I also boost energy shield block chance 50%-70% mainly to give melee fighter chance.
This is file is a ready-to-go Dwarf Fortress. All you gotta do is Open up Dwarf Fortress and in the dfhack command prompt type 'lnw' and it should be ready to go. Do note that you'll have to activate it every time you open up Dwarf Fortress.
https://dffd.bay12games.com/file.php?id=15314
I fully implemented all ranged weapons and also added a bonus weapon called the Gatling Laser. The Gatling Laser shoots explosive rounds powerful enough to destroy construction...with a fire rate of 5. yeah it's basically broken and not in the entity file for that reason. But if you want to add it here you go.Code: [Select][WEAPON:ITEM_WEAPON_MINIGUN]
[AMMO:ITEM_AMMO_ER]
so whats new?
-I was able to get the scatterguns to shoot slugs instead of cartridge. But I will need to add pellets underneath every shotgun ammo. Right now when it fire it replace the projectile you shot and replace it with an ammo below it in the item_ammo.
-coil-weapons are faster than Rail-weapons.
-rifles are fast and but is less accurate.
-pistols are slower than rifles but are more accurate.
-Snipers are slower but is very accurate and hits harder.
-Cannons fuck shit up! they can really blow up your fortification so be very careful when using this. This also stops turtlingish. Sadly the Ai's aren't smart enough to target your fortification, but their is a chance that they may accidently fire a rocket while fighting the local faunas around your fort and it may go straight to your fort. So also be mindful when you see one of the seigers carrying a cannon with them.
-Scattercannon shoot multiple rockets doing a massive amount damage but reload time 300.
-I also boost energy shield block chance 50%-70% mainly to give melee fighter chance.
This is file is a ready-to-go Dwarf Fortress. All you gotta do is Open up Dwarf Fortress and in the dfhack command prompt type 'lnw' and it should be ready to go. Do note that you'll have to activate it every time you open up Dwarf Fortress.
Pretty cool stuff. I can't code so all these fancy game mechanics fly over my head, but I appreciate the interesting spins you've put on my weapons.
So are there any tilesets that work with this mod? Will phoebus do? (obv. won't get tiles of cyborgs)Krugsmash's tileset works.
So are there any tilesets that work with this mod? Will phoebus do? (obv. won't get tiles of cyborgs)Krugsmash's tileset works.
Using the modtools I was able to get syndromes effects attached to armors. But It's sort of one-sided in adventure mode since for some reason you are the only one to benefit from wearing armor where as soilders and bandits do not.
How i do get the selector?
I'am Not able to use anything. Only option to give a workorder is over the "R" roommenu
Hey so whenever I milk algae-farm worms and protein-farm worms, no matter what, I get synth milk (and therefore synth cheese afterwards). Are you not supposed to milk them as you would normal farm animals? For context, I use no other modifications except for a tileset and embarked as humans.
So whenever I embark in a biome with moss trees, it seems that sometimes some of the logs are not "recognized" as logs, they just get left on the floor, I can't dump them, use them for crafts nor constructions, nor haul them to an appropiate stockpile.
Forbidding and un forbidding doesn't work either, I report this here because I haven't seen this bug in vanilla DF, but perhaps other people can prove otherwise.
I'll check this out as well. Is it just moss trees with this problem? Or some other kind of logs?
I'll check this out as well. Is it just moss trees with this problem? Or some other kind of logs?
It seems that it is only with moss trees, I've played an Asuran desert fortress before and this didn't happen when I chopped all of the ruined structures on the map, as for moss trees it happened when I chopped the 3rd, 4th or 5th tree, don't remember wich one or ones.
Though to be fair, I'm just exploring the mod, so I haven't really tested this with the other trees, I'll tell you the results when I get to settle on the different biomes.
After some testing, I found that the bug also happens with crude nanotechne logs, but not with nuttm logs, giant mushrooms haven't been tested as of yet.
On another note, The fruittm trees don't spawn because banana trees, or any other tree with no wood, don't spawn in vanilla DF, would a possible solution be to make it so the fruittm logs have a melting and boiling point so low they basically evaporate?
Hey so whenever I milk algae-farm worms and protein-farm worms, no matter what, I get synth milk (and therefore synth cheese afterwards). Are you not supposed to milk them as you would normal farm animals? For context, I use no other modifications except for a tileset and embarked as humans.
Huh, that's definitely not supposed to happen, I'll look into that.
Hey so whenever I milk algae-farm worms and protein-farm worms, no matter what, I get synth milk (and therefore synth cheese afterwards). Are you not supposed to milk them as you would normal farm animals? For context, I use no other modifications except for a tileset and embarked as humans.
Huh, that's definitely not supposed to happen, I'll look into that.
Great, glad to help.
I'm far from a professional modder so take this with a grain of salt but I remember a while ago, I tried to mod an animal that laid eggs and had milk, but with different castes but the egg-layers would just "lay" milk (and then the game would crash) so that leads me to believe animals can only have one kind of milk since i'm assuming the way the game is coded is such that an animal releases a product every X days but each animal can only produce 1 product, unless said product is wool.
What is the difference between the night large pop and night large settings?
What is the difference between the night large pop and night large settings?
IIRC, the pop have a larger population settings in wolrd gen, due to that I think they require more time and/or a beefier PC to finish generating.
What exactly do exoframes look like? specifically in size?
What exactly do exoframes look like? specifically in size?
I'm talking about the armor items. are they like master chief''s mjolnir armor or small mechs?
Armor works differently in the Long Night. It is the far future, after all. In advanced civilizations, armor comes in the form of a powerful exoskeleton, or power armor, that covers the entire body except for the hands, feet, and head, which are protected by helmet and limb add-ons. There are many different types of exo-armor, with their own strengths and weaknesses in the form of cost, weight, and defense.
(it should be noted that rather than using exo-armors, posthuman tribes graft outer carapaces of nanotechne onto themselves. It gives them the appearance of ferocious metallic monsters rather than beings in armor.)
Alright, let me know if you find anything else
Alright, let me know if you find anything else
Ok, so I found something big: whenever this bug happens, it seems that what it affects is the entire tile, as when I try to construct some walls over the logs to force my citizens to move them and perhaps resolving the issue, it seems that the citizens bring the materials for the walls just fine, but they can't "reach the destination", meaning they won't even start working on them once the materials are in place.
When cancelling the walls to drop the materials, if they fall on the same tile as the bugged logs, the materials themselves become bugged, hinting that the problem may be either some pathfinding thing, or some passable tile thing, perhaps only related to the logs in the sense that when they fall over the tile they update it with some data that makes them unable to start work on a job on that tile.
This also includes multi-lite buildings, such as workshops.
What DOES resolve the issue is assigning a stockpile where the logs are, it seems that it updates the tile and "frees" the logs or othher materials that where stuck there, after that, it's safe to remove the stockpile and move the materials.
I'm talking about the armor items. are they like master chief''s mjolnir armor or small mechs?
What DOES resolve the issue is assigning a stockpile where the logs are, it seems that it updates the tile and "frees" the logs or othher materials that where stuck there, after that, it's safe to remove the stockpile and move the materials.
I don't know exactly why I done that, but I made a simple obsidian farm, just to see what comes out.
It forms rock walls similar to the ones in vulcans; they drop nothing (they leave corroded metal ramps, but that was just to play with my feelings).
Additionaly, it seems to leave "magma" as a contaminant that is harmlessy cleaned after channeling out the place.
Well, back to roomba farming, I guess.
-
Also, This mod rocks
[DESCRIPTION:A corpse that has been usedgrow a monstrous-looking biomechanical war machine. It is covered in nanotechne plating and lit by flickering green flame.]
[DESCRIPTION:A dolphin that has been used as a corpse-seed to grow a monstrous-looking biomechanical war machine. man. It is covered in nanotechne plating and lit by flickering green flame.]
the descriptions for the new bioframes have a bunch of typos in them likeQuote[DESCRIPTION:A corpse that has been usedgrow a monstrous-looking biomechanical war machine. It is covered in nanotechne plating and lit by flickering green flame.]
andQuote[DESCRIPTION:A dolphin that has been used as a corpse-seed to grow a monstrous-looking biomechanical war machine. man. It is covered in nanotechne plating and lit by flickering green flame.]
also in my opinion there could be little bit more physical description here to help me imagine what they look like.
I was looking through the embark screen and found a creature called a "nothing", I was wondering if that was deliberate or not.
"Nothing" means that something has an error in its name somewhere, or lacks one entirely outside of its castes. It's a pretty simple thing to fix once you know what creature has the problem. It doesn't really cause any issues in gameplay though.
"Nothing" means that something has an error in its name somewhere, or lacks one entirely outside of its castes. It's a pretty simple thing to fix once you know what creature has the problem. It doesn't really cause any issues in gameplay though.
That's what I assumed since I've seen similar errors before, but I wasnt sure if it was deliberate or due to that.
Kruggsmash featured Long Night again. (https://www.youtube.com/watch?v=LUe1LI_PpwU)
Hello all. I just picked the mod up again and I've noticed some off elements about the current rendition. I'm not noticing vehicles/war machines of any variety using the interactions at their disposal. No weapons fired and no backup drones summoned. Likewise, I've noticed that the Asura specialist breeds (the shukra, nivatakavacha, and danava) do not possess the nanite regeneration interaction in adventure mode or arena.
I'm curious if these are features or bugs.
Hello all. I just picked the mod up again and I've noticed some off elements about the current rendition. I'm not noticing vehicles/war machines of any variety using the interactions at their disposal. No weapons fired and no backup drones summoned. Likewise, I've noticed that the Asura specialist breeds (the shukra, nivatakavacha, and danava) do not possess the nanite regeneration interaction in adventure mode or arena.
I'm curious if these are features or bugs.
I've noticed that too, in regards to vehicle weapons and summons.
The only summon I've seen backfired on the carrier that called for help, since the creatures had their actual ownership given to the fortress (it's a known fort mode bug going back to 34.11.) poor carrier called for help only to get the shit literally kicked out of it by its own reinforcements.
Hello all. I just picked the mod up again and I've noticed some off elements about the current rendition. I'm not noticing vehicles/war machines of any variety using the interactions at their disposal. No weapons fired and no backup drones summoned. Likewise, I've noticed that the Asura specialist breeds (the shukra, nivatakavacha, and danava) do not possess the nanite regeneration interaction in adventure mode or arena.
I'm curious if these are features or bugs.
I've noticed that too, in regards to vehicle weapons and summons.
The only summon I've seen backfired on the carrier that called for help, since the creatures had their actual ownership given to the fortress (it's a known fort mode bug going back to 34.11.) poor carrier called for help only to get the shit literally kicked out of it by its own reinforcements.
Oh wow! That sounds absolutely wild! Alright, so invading war drones will have a bad time in a siege if they pop the spawn power. And the weapons don't go off basically ever. I have a suspicion as to what might cause that and I'll be looking into it soon. I wonder if it's related to how quickly many of the weapon attack interactions recharge. In fortress mode, a cool down of 100-500 sees many attacks in one fight. It might just be that a cooldown of 12 is too fast for Fort Mode to recognize. I'm going test this.
Have you noticed the nanotech regeneration problem with the three Asura variant models? That power is so strong on the normal and multi-limbed Asura. It has a profound effect on the longevity of the species in Fort Mode such to the point that I'm pondering if I really need a good hospital with them. That which doesn't kill the Asura leaves them tickled so far.
Finally, out of pure curiosity, was this total conversion mod designed with Fort Mode or Adventure Mode in mind? I'm tempted to drop my fort into the ocean and go play Mad Max with a bunch of Titanians all stacked up in cars and light mechs.
thanks for these reports, that shouldn't be happening. I wasn't aware with some of those fort mode bugs, I'll do my best to mitigate them.
Lately I've been trying to set up futuristic vampire fortresses, kinda in a Blade/Underworld style (Vampires vs Cyborgs sounds cool). But they never show up. I am doing something wrong in the advanced world generation, I'm simply unlucky, or is there any Raws related thing avoiding vampires appearing?
So just dug up this mod again. What do the Asura-class/Post-humans actually eat now? Tried another playthrough as them and i built farms that could not function and everyone starved, unless im missing something?
Asura begin the game with meat and livestock produce like eggs and cheese. In order to farm, you will need to first gather a bunch of plants and ensure that their seeds do not end up consumed. Farming can occur after that. Asura eat about anything but begin with limited domestic agriculture options.
Just noticed that as of this last update, the Posthumans no longer create Asura bioframes but now have access to the ones used by others (at least the two civs in my current world gen do).
I'm curious what drew you to script out the Asura frames, OP. I'm fond of the decision, mind you, as I often struggled to justify using the Asura frames in adventure mode due to their opposition being fliers equipped with guns and blades. I'm happy to see the Asura using the Panhuman frames, but I appreciated that the Asura frames added character and punctuated the ferocity of the people.
A bit of a noob question there, guys: I got lucky enough at embark to get a four armed asura.
So.. how do you arm the guy? What combinations work? (I don't mean optimally, I mean work at all). Like, 3 shields and a monowhip? Pistol, axe, shield & spear?
Just weapon & shield, and the rest of the arms free?
When it comes to gameplay, you can arm them with either a bunch of one-handed weapons, two multi-grasp weapons (weapons too big to use one-handed for the creature, but still usable,) as you suggested, or whatever else floats your boat. Two spears, a pistol and a shield? Go for it. Four shields and nothing else? Go to. Whips in two hands and hatchets in the other? Have at it.
Were the mutated human-animal hybrids in this mod loosely inspired by man after man?
When it comes to gameplay, you can arm them with either a bunch of one-handed weapons, two multi-grasp weapons (weapons too big to use one-handed for the creature, but still usable,) as you suggested, or whatever else floats your boat. Two spears, a pistol and a shield? Go for it. Four shields and nothing else? Go to. Whips in two hands and hatchets in the other? Have at it.
Cool! So.. I've heard there's a way to get my dude even more arms? Should I think about robbing a technomancer?
Are all the advanced worldgen presets optimised for the mod? Just the ones with "large population" after them? Or what?
Edit: seems like they are, considering it gave me a world named "Earth", haha.
So I was playing adventure mode and I built a wooden hut near the coast to use as a safe house/loot storage place. After it was finished being built and I loaded back into the area, my group was under attack by a winged fiend, which I believe is a creature from vanilla Dwarf Fortress that definitely shouldn't be on the surface. Gave me quite the frighten realising that. None of my four heavy cannon drones (they should probably be more expensive, seeing as they can call in reinforcements) and their summons couldn't hit the thing at all, so I promptly ran away, which I managed.
So yeah. That's probably a bug.
I take it there is no tileset for this mod? I just can't play with ascii myself :C
I believe that someone brought it up earlier in the thread, but it does seem like Soybeans do not produce seeds when brewed. You're probably already aware of what is causing the issue, but just in case.
Wrong lines (?) in plant_crops:Spoiler (click to show/hide)
Changing it to this makes soybeans brew properly :Spoiler (click to show/hide)
However, this doesn't seem to fix the problem of "soybean pods". While the planted soybeans seem to be harvested as "soybean plants" (at least in fortress mode), you can purchase "soybean pods" from traders or on embark, which don't seem to be brewable. Are these pods supposed to be processable in some way? idk i guess they made me think of the quarry bushes.
Hey! Love the mod. I was wondering, what is the music at the title screen? It's so haunting yet enchanting I love it. I'd love to know if it's something I can find online or if it was made yourself! Thanks very much!
I am having problems getting my military to equip armor
I have all of the settings right, they dont have any conflicting labors and I have selected replace clothing.
I have tried every mixture of every setting but they just wont put on armor and we have a huge stockpile of it that theyre standing on
could any one help?
it seems like maybe they are just wearing too much clothing or something but I cant figure it out.
I just had a weird, cheaty, adventure. Playing as Asuras, with the starter pack.
My trade depot kinda got a cloud, like fire, but was some sort of special attack. Nanite oozes and such spawned and disappeared. Had no reason for it, apparently. They appeared on the list as dead pets. Some wagons got killed.
After that, I kept receiving messages of "Nanotechne mouth was missing for a week", and "nanotechne ooze was found dead", pointing to a location deeper than the magma sea.
I used DF hack andI'm telling this here because it may mean that particular creature may need some sort of fix, or just incompatibility of the new release with something in Peridexis Starter pack.Spoiler (click to show/hide)
Absolute anime protagonist energy this Rakshaka got on.
(https://i.imgur.com/eyT0DPt.png)
(https://i.imgur.com/3OmQQcy.png?1)
(https://i.imgur.com/e4GQIq5.jpg)
I started generating a world in the latest version of the mod (2.87) and noticed it was genning 'Europan Forest Retreats'. I didn't remember that happening in prior version so I popped into adventure mode in my previous install (not sure of the version number for TLN but it was built for DF 47.04) and the Europan I created and started in the initial Europan settlement according to their history in Legends mode wound up in a hamlet.
Originally I was copying raw/data and the associated files (colors,worldgen, and interfacecoppyy) from the new Windows release of TLN so I could run it over DF 47.05 and I thought I'd done something wrong but when I ran the .exe instead it was doing the same thing: apparently generating forest retreats for Europans.
Apologies if this is intended and I've just never noticed it before. >.> I wanted to play TLN in 47.05 so my people wouldn't get so bent out of shape and form long-term memories about being in the rain etc. :)
I started generating a world in the latest version of the mod (2.87) and noticed it was genning 'Europan Forest Retreats'. I didn't remember that happening in prior version so I popped into adventure mode in my previous install (not sure of the version number for TLN but it was built for DF 47.04) and the Europan I created and started in the initial Europan settlement according to their history in Legends mode wound up in a hamlet.
Originally I was copying raw/data and the associated files (colors,worldgen, and interfacecoppyy) from the new Windows release of TLN so I could run it over DF 47.05 and I thought I'd done something wrong but when I ran the .exe instead it was doing the same thing: apparently generating forest retreats for Europans.
Apologies if this is intended and I've just never noticed it before. >.> I wanted to play TLN in 47.05 so my people wouldn't get so bent out of shape and form long-term memories about being in the rain etc. :)
This is intended, the Europans have bioluminescent houses grown from genetically engineered flora which is similar to the aquatic cities they had on the actual moon.
I started generating a world in the latest version of the mod (2.87) and noticed it was genning 'Europan Forest Retreats'. I didn't remember that happening in prior version so I popped into adventure mode in my previous install (not sure of the version number for TLN but it was built for DF 47.04) and the Europan I created and started in the initial Europan settlement according to their history in Legends mode wound up in a hamlet.
Originally I was copying raw/data and the associated files (colors,worldgen, and interfacecoppyy) from the new Windows release of TLN so I could run it over DF 47.05 and I thought I'd done something wrong but when I ran the .exe instead it was doing the same thing: apparently generating forest retreats for Europans.
Apologies if this is intended and I've just never noticed it before. >.> I wanted to play TLN in 47.05 so my people wouldn't get so bent out of shape and form long-term memories about being in the rain etc. :)
This is intended, the Europans have bioluminescent houses grown from genetically engineered flora which is similar to the aquatic cities they had on the actual moon.
Thank you for the reply. I learned something today. :) Thank you also for making this mod. I enjoy it quite a bit.
7. The problem is that every posthuman tribe besides the Fext were incredibly half-baked. I figured I may as well merge them all into the Fext to create a single combined entity. I will re-add diversity in some way however, probably in the form of cyborgs so diverged from conventional posthumans that they are their own species.
Hi, I love the mod, great work on it! But I was curious about one thing though, apologies if this question was answered earlier, but I didn't see it. Was the Fext race removed, or was it just renamed or something? If it was removed, why?
Like I've spent pretty much the past year or so trying to figure out what they are beyond that, and I am really close to solidifying the lore.Awesome, sounds interesting! I'm looking forward to seeing what you come up with!
Just downloaded 3.0 and I can't pick any weapon as an aberrant in while creating an adventurer even whith over 1000 points for buying. I checked and I can pick any wepon I want while making a new aberrant fortress and I can pick any wepon while making an adventurer as another species. I really wanted to play as an aberrant because they sounded really interesting.
While playing an Asura in Adventure Mode, every other Asura was hostile not only to me but to each other. They left the representatives from other species alone and fought among themselves. They weren't brawling as they registered as 'no quarters', and killed each other. Also, are Hardlight Constructs supposed to talk? They don't exactly have mouths.
Edit -
The Pale Star Cult has a lot of secrets they themselves cannot use.
(https://i.imgur.com/VOQnGgk.png)
Also, interestingly enough, because Hardlight Constructs are a type of intelligent undead they do intelligent undead things. Like trying to infiltrate communities or bribing people despite being a pulsating mass of nerves suspended in a hardlight shell.
(https://i.imgur.com/XY5FyAw.png)
(https://i.imgur.com/Ge5ZaX8.png)
(https://i.imgur.com/TlzfPLy.png?1)
The Asura weren't enraged, and there were a lot of representatives who demanded to know who everybody was. Maybe it was a loyalty cascade of some sort, although I've never seen one like it.
(https://i.imgur.com/Epzkdgr.png)
There are Asura soldiers who are outside, and I can speak with them just fine. They aren't fighting or anything.That goes for Asura who aren't soldiers but are in the presence of the representatives.Scratch that, a face dissector just said the exact same thing.
Considering that my military commander was a warlord, which is a FORCED_ADMINISTRATOR role, played a part in that. Also, when I created a new character the civilization I previously chose didn't show up as an Asura civilization.
Edit -
Just cut off the neck of a covid, it didn't die. I don't think the head of a covid is connected to its neck.
"Play now!" doesn't seem to bring usable axes. I'm playing as joyclaves at the moment, but this has been the case for every fort I've started on the current version. Woodcutters just don't do anything. They don't even pick up the... let me check what got brought this time.
...Well, play now brought some "Advanced nanotechne solid DSE-equipped mace", so i guess those aren't axes and I can't just bludgeon trees down. But again even in embarks where i've brought things at least with the word 'axe' in the item name, no one will cut trees.
Am I missing something? I don't recall this being a problem in previous installs of this mod, so I'm not sure what i'm doing wrong here. Other than being given maces, I mean.
Edit: I did manage to buy an axe from a trader, so I can cut trees now. Just didn't start with any. Also i guess gun-axe doesn't count as an axe?
Alright, thanks. I don't know why the default embark brought maces, but that's just how it goes I guess.
Really enjoy the mod by the way, it's stellar work.
Hello, I really appreciate your mod and the associated lore, your work really gives a special flavor to the game.
I discovered this mod via youtube videos (Kruggsmash, Mort Strudel, Secret Foxfire and Corvus Oculum), and I'm quite tempted to test some of your other mods when I'll have a bit more practice of dwarf fortress as a whole.
By the way, paradoxaly I found The Long Night is a bit less daunting to begin dwarf fortress than vanilla fortress mode. It's mainly about the absence of strange moods. Though interesting, this mechanic always makes me fear losing valuable members because of the lack of one specific material.
TL;DR for other players: great mod and the associated discord is nice too. Don't hesitate to give it a try!
I have encountered a problem, the names of the weapons are so long that I actually cannot see the full name on the bill selection for the Forge. Is there a way to expand that menu further? (Pressing TAB enough times does not work
Hey I'm trying to select buildings although I can't! I built workshops and so on, but I can't open them. My click won't even help me zoning as well! I tried everything from the touchpad to the mouse but nothing seems to work so far. Tips?
I have encountered a problem, the names of the weapons are so long that I actually cannot see the full name on the bill selection for the Forge. Is there a way to expand that menu further? (Pressing TAB enough times does not work
There is not unfortunately. The long names primarily stem from the fact that the game does not understand how proportions work. That is, if I were to make the only ranged weapons a BB pistol and a mega rocket launcher, the odds of a ranged specialist spawning with either one is about 50/50. So, I need to make a ton of slightly different weapons to fill out the normal weapon category, and since I'm doing that with guns I felt like I needed to do it with other weapons or else it got weird, so this is my solution. It's a bit clunky I understand so I'll try to find a way to fix it.
Hey I'm trying to select buildings although I can't! I built workshops and so on, but I can't open them. My click won't even help me zoning as well! I tried everything from the touchpad to the mouse but nothing seems to work so far. Tips?
How did you install the mod?