So this is what your questions about Crystal trees lead to :P
Very interesting, 1st I've seen a TC where it takes place on a different planetoid
reinstall LNP and just overlay the RAW folder
So I use the Lazy Newb Pack to install Dwarf Fortress. I installed the mod by copying the files into my main directory and overriding when prompted. When I press launch I get a fatal error "main index missing/corrupted. The file "index" must be in the "data" folder. Make sure DF decompressed its folders properly." The game was working fine previously.
So I use the Lazy Newb Pack to install Dwarf Fortress. I installed the mod by copying the files into my main directory and overriding when prompted. When I press launch I get a fatal error "main index missing/corrupted. The file "index" must be in the "data" folder. Make sure DF decompressed its folders properly." The game was working fine previously.
I don't play with LNP but if that isn't up to 44.10 I don't think it will work. Don't quote me on that though I have no idea.
So I use the Lazy Newb Pack to install Dwarf Fortress. I installed the mod by copying the files into my main directory and overriding when prompted. When I press launch I get a fatal error "main index missing/corrupted. The file "index" must be in the "data" folder. Make sure DF decompressed its folders properly." The game was working fine previously.
I don't play with LNP but if that isn't up to 44.10 I don't think it will work. Don't quote me on that though I have no idea.
Yeah, it's looking that way, and I'm just too much of a noob to play without my graphics packs and DFHack. I guess I'll wait for it to update, but in the meantime, know I am excited as hell to play it. I may finally figure out how to work DFHack and install my own graphics packs.
This was a bit of a wakeup call, if I want to enjoy the latest mods I need to learn how to play vanilla. So I'm going in without anything but DFHack and a graphics mod.A graphics might not work for this though, considering the fact that many of the animals present in the mod, if not all of them, do not have a creature sprite to go with them. So I have no idea what will happen there.
This was a bit of a wakeup call, if I want to enjoy the latest mods I need to learn how to play vanilla. So I'm going in without anything but DFHack and a graphics mod.A graphics might not work for this though, considering the fact that many of the animals present in the mod, if not all of them, do not have a creature sprite to go with them. So I have no idea what will happen there.
This was a bit of a wakeup call, if I want to enjoy the latest mods I need to learn how to play vanilla. So I'm going in without anything but DFHack and a graphics mod.A graphics might not work for this though, considering the fact that many of the animals present in the mod, if not all of them, do not have a creature sprite to go with them. So I have no idea what will happen there.
Eh, if nothing else, the basic terrain will work. Also, I seem to be playing as something called a "crystal crab?" Is that intended, or did my attempt backfire?
I was playing Fortress Mode. I tried again on a totally fresh install and all but two of my starting people were listed under "animals."
In Adventure Mode my options are Ancestor Beetle, Ascended Greylan, Burning One, Crystal Crab, Fire Snake. Giant Pangolin, Human, Hunting Stork, Ice Devil, Kappa, Mountain Cow, Oni, Outsider, Shellrat and Intelligent Wilderness Creature. This is a totally fresh install on the correct version of DF.
Ahhh my mistake. I didn't realize the mod was intended to be a complete release, so I applied it over Dwarf Fortress. It seems to be working correctly when used as a standalone. Thank you for the help!
Only saw this now (though it is merely a day old, so...), but gotta say: this is some good stuff, at least concept-wise. Giving it a spin will have to wait until when I can actually download it.
Truly bizarre, in a good way. I love how familiar and yet alien everything feels. I just chose a starting civ that sounded cool and realized I ended up as pointy-eared treehuggers (coralhuggers?) IN SPACE! Clearly I must see if the moon has a hell so that I might repent, and send these prissy elves there with an express ticket!Luckily for you, Ice Fae are nothing like terrestrial elves. They're cold and calculating empire-builders who maintain their frozen metropoli through force of arms and are perfectly fine with deforesting, since not only do they benefit from harvesting their chosen crystal type, but the destruction of the ones that they can't use benefits them as well since their rivals can't take them. Of course, this is something most nations believe in doing so its not all that special. But yeah I'm glad you're liking my mod.
In all seriousness, really cool stuff. Also STAR CATS! This is one of the only concepts that's ever interested me enough to play without Therapist, at least. Most of the rest of the things, I can live without, just hard to keep track of who does what, but I'll live. ;D
[REAGENT:A:2:CLOTH:NONE:NONE:NONE]to
[REAGENT:A:20000:CLOTH:NONE:NONE:NONE]in reaction_other, it now uses approximately two bolts of cloth to make a single bed. Cheers!
Hey! Finally made an account on the forums to say that I freaking adore this mod. I did notice and fix a bug with the cloth bed system, though. With the raws as they are, instead of taking two bolts of cloth to make a bed, it takes a very small amount of cloth and makes 5,000 per reaction instead. By changingQuote[REAGENT:A:2:CLOTH:NONE:NONE:NONE]toQuote[REAGENT:A:20000:CLOTH:NONE:NONE:NONE]in reaction_other, it now uses approximately two bolts of cloth to make a single bed. Cheers!
Pretty cool
EDIT: Playing Kappa, I think it was, and noticed I had access to a "nothing" and some of the other creatures have VERY high point cost, as in higher than the embark points level cost
EDIT2: Turns out, embarking with silkworms is a bad idea, because instantly 3 of my kappas got webbed
EDIT3: I broke something, and now I can't go to the bottom of the map, because it stops two squares above, and I don't know what I did, I guess closing it with task manager broke something, or maybe the movement of the screen size, idk
I feel like both creatures are supposed to be expensive, just wanted to make sure, just in case,
Chiming in with a couple more things I've noticed. I started up a fort with the Deva, and while they do indeed fly, they had a tendency to get stuck in trees; they sit on a tree branch and, like a cat, decide they can't get back down. I was also unable to trade with the caravan -- they'd show up, the wagons would unload, but the merchants would always tell me that they were still unloading, and would be ready soon. Removing the [FLIER] tag from their creature raw fixes both issues; apparently flying movement has a number of issues in current builds, especially in regards to modded civs, playable or otherwise. A shame, but good to know!
Thanks again for your work on this mod -- it's super solid everywhere else, just has some growing pains, it seems!
I downloaded this on a whim and started playing as the Ice Fae.
Feedback:
-The Crystal Elementals only cost one embark point at the start. Given that they can haul things, that's pretty silly.
-I seem to be able to make white and midnight crystal bars out of any kind of coral, not just white/midnight coral. Is this intentional?
-My civ seems to have access to brown crystal bars in addition to white and midnight, but I don't seem to be able to make them myself.
-My civ also seems to have access to some pewter alloys.
-Alright, and this is the big one:
I have absolutely no idea what I'm doing. There's very little documentation. I have no idea if my Ice Fae have some kind of magical cold powers. I have no idea how good weapon/armour materials the various crystal types are. The OP is sort of helpful, but you really need some more documentation. Even just a text document listing the traits of the various races and crystals would be very helpful.
I did some arena testing about whether midnight crystal or white crystal was better for weapons/armour. The results were pretty conclusive: White is better. One of the tests ended with one guy getting stabbed in the heart straight through their midnight crystal breastplate. Are all of the race-specific crystal types this bad for combat? Is white crystal steel-level? Iron-level?
EDIT:
Something else I noticed in my arena testing was that there are owls on the moon. Just normal owls. Is this intentional?
EDITX2:
Another thing that it would be nice to have more documentation about would be the plants. I'm really not sure what all of them do.
EDITX3:
Welp, my fort died to a werecreature spiral. Time to restart in 1.7, I guess.
So I've been playing my 1.7 game for 3-4 in-game years now, as Asuras.
Feedback:
-I'm just drowning in brown crystal. I have over nine hundred brown crystal bars. Getting two of the things on average from every crystal reaction is too much.
-White crystal is also super easy to come by. Maybe change it to need two logs for one crystal bar? Or make white coral only spawn in the caverns or something.
-Asuras seem very robust in combat. Even my unarmed civilians can wander around the abyssal caverns without fear, since they can punch most enemies to death in a few hits.
-My actual military squads are even stronger. One asura soldier went up against ten outsider soldiers and killed five of them before back-up could arrive. His only "injuries" were to his shield and his left boot.
-It is kind of a pain to need to make three times as many gauntlets though...
-A sutra "siege" of ten people showed up and then immediately left. Then a sutra thief arrived. None of them were wearing any equipment at all.
-Crystal Elementals are all kinds of weird:
-They don't have names, but can be appointed to noble positions. My bookkeeper/manager is currently an elemental in a walled off office.
-They have needs like true citizens, but can't actually act on most of them. After a few years, they get so distracted that they start spending most of their time "on break" instead of actually doing work.
-This only seems true if they can actually reach a tavern/libary/temple though, since my bookkeeper elemental is still perfectly productive.
-When you buy crystal elementals from your caravan, they come in cages. However, you can't assign them to pens/pastures/pits, so the only way to get them out of those cages is by building them, attaching them to a lever and then pulling the lever to deconstruct the cage.
-Some cavern creatures can't be tamed for some reason. Smallcrabs and moon anemones are the ones I remember the most, but I'm sure there are others.
Hopped back in this mod with the 44.11 release, I've also been playing with some of your other conversions and they're honestly all so good, you've got some serious worldbuilding skill.
However, I also wanted to drop off a bit of fanart I did -- the bodha have such cool designs and inspiration struck. Hidden under a spoiler since it's a little big.Spoiler (click to show/hide)
@squamous - were you inspired by Junji Ito for the Bodha by any chance? They're reminiscent of the mutants from "The Town Without Streets".
@Padsparadscha - do you have anything like an instagram or tumblr for your art?
Whats the music at the title screen?
Any chance for an update on this plus explanations for the crystal system?
also I've found some weirdness with all slabs reading thunderbird regardless of the actual secret.