Bay 12 Games Forum
Dwarf Fortress => DF Modding => Mod Releases => Topic started by: milo christiansen on August 30, 2016, 01:48:18 pm
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Based on the Games Workshop tabletop game Necromunda. Attempt to lead a few hardy souls to build a new
life in the treacherous badzones of the Necromundan Underhive. Repel vicious wildlife, fight off the
predations of Scavvy Raiders, fend off brutal rebelling Pit Slaves and turn back incursions of zealous,
fire-crazed Redemptionists. Concoct drugs, hi-tech materials and gunpowder through alchemy. Pen lovingly
crafted tomes of priceless knowledge. Manufacture deadly firearms, and turn your backwoods sump-hole into
an Underhive Metropolis!
This version of the mod is a reboot/rewrite, based on version 1.6.1 (for DF 34.11). Large swathes of
this reboot are completely new, others adhere closely to the old mod. I have no connection to the
original team aside from a like for 40K and a wish to keep the mod alive, but I hope my contribution
is a worthy addition to their work. I welcome contributions or suggestions, this mod belongs to it's
fans just as much as it belongs to me, you have as much right to it as I do.
Some features of this version differ significantly from the old mod, sometimes because I didn't like
the way the old mod did something, sometimes because I figured out a way to do it better, and sometimes
because changes in DF made to old way no longer reasonable.
What follows is a list of general differences between this version and the old version. I'm probably
forgetting some...
* Industries (workshops+reactions) are totally different. No vestiges of vanilla DF remain.
* You need hand tools (or other special items) to build every workshop.
* You can't use stone to make furniture directly anymore.
* Wood items cost a lot more now (but there is more wood available due to multi-tile trees).
* The alchymical system is significantly simpler (although still not as easy as most of the industries).
* Scavenging uses "trees" rather than boulders you dig up (this is partly a way to dilute your wood supply).
* Scavenging is generally more important than you may remember.
* It is much harder to make your own digging and cutting tool/weapons.
* The "rogue techpriest" noble is no longer just for flavor!
* Collecting drinking water is now done with the "water purifier", and may be boosted by drawing from
a cistern.
* Drinking water is collected directly to barrels, no need for fiddling with bottles.
* There are no more undiggable soils. You can always dig anywhere you want.
* This is for two reasons: 1) Not being able to dig is annoying. 2) There are some bugs related to
undiggable stones.
* You won't find wandering plague zombies. I may add these later.
* Cooking is more interesting, as it produces unique "prepared meal" items instead of fancily named
raw plants and meat.
* Leather is no longer generic, and most creatures give more than one hide when tanned.
* The old scribal system is gone, replaced with bookbinding using the vanilla library system.
Detailed documentation is included, simple run "Launch Rubble", browse to "Addon Documentation", and choose "Underhive Settlement/Base". A default set of raws are pregenerated for your convenience, but if you prefer you can use the included Rubble install to generate your own custom set (this is how you switch houses).
Download (from DFFD) (http://dffd.bay12games.com/file.php?id=12312)
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Hey Milo, in the other thread you mentioned bugs with undiggable stone. Could you elaborate on them? (I'm planning to use them for something, and it'd be nice to know)
Either way, nice to see this is done. Do you got any future plans, or is this as complete as it'll get and you'll just keep it updated?
EDIT: The PRAWNS_SLUDGE vermin has no actual name (it's just "name").
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A ptw, I'm sure there's something to be ironed out here and there, but I think I have a base for a new story project now...
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Hey Milo, in the other thread you mentioned bugs with undiggable stone. Could you elaborate on them? (I'm planning to use them for something, and it'd be nice to know)
As an example if you try to dig a channel over an undiggable stone you will get a tile of empty space. See bug 708 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=708).
Either way, nice to see this is done. Do you got any future plans, or is this as complete as it'll get and you'll just keep it updated?
Oh, it's not finished yet, just that it's "mostly done" and I have all the industries tested. I'll keep adding new content for a few versions yet, then I'll keep it maintained for as long as I can (hopefully forever and ever amen).
EDIT: In particular this version is still missing chaos cults, but I have a list of other stuff that needs changing too. If you are curious my TODO list in in the "Addons/Underhive Settlement/Base" directory.
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Oh this is awesome! I was so sad when the previous underhive died, but I'm glad to see it reborn in some form.
Also love when there's no vanilla buildings, complete overhauls are the best.
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This is actually the first DF mod ever that has no vanilla buildings! The technique used to remove hardcoded buildings was something I pioneered, and so far I am the only person to use it extensively.
(actually the vanilla butcher shop is in, but disguised, because the slaughter job is hardcoded so it can only happen there)
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Going to try it tonight once I get the time, so what are the future plans or is going by ear? I've given the documents a good run through as well as the programs, almost amazing what modders have done with DF at times.
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Future plans? I have a TODO list that I need to work through yet (you can read it yourself at "Addons/Underhive Settlement/Base/addon_todo.md"), but one that stuff is done I think I will drop back to just maintaining it. I plant to keep this up to date for the foreseeable future, so you won't have to worry about being stuck with something using an outdated DF again.
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So the game hangs and/or crashes if I try to resize the window, or even just move it around. Does Rubble not play nice with manual changes to init.txt or something, or is there something more serious going on?
I'm using Windows 10, and the base + logistics + power unit addons. A quick check shows that vanilla DF 43.03 + DFHack doesn't have this problem.
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Posting to watch.
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Emperor be praised! I was getting seriously pissed at the undiggable stuff we had.
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Great to see this thing hit release!
Downloading now, let's give it a spin.
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When I use the "MILO'S" world generation profile, the game crashes once generation is complete. (It seems to work fine with the other profiles, though.)
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When I use the "MILO'S" world generation profile, the game crashes once generation is complete. (It seems to work fine with the other profiles, though.)
Very weird... As the name suggests that is the profile I always use, so it has been thoroughly tested. AFAIK the only differences that profile has is shorter stop time (100 years), and always north pole.
So the game hangs and/or crashes if I try to resize the window, or even just move it around.
This issue is a known side effect of TWBT and/or print mode "STANDARD". Set the print mode to "2D" and this problem should go away (but you won't have TWBT anymore). Switching from windowed to fullscreen will also crash the game, but alt+tab works, so if youdo want to use TWBT you should use fullscreen and alt+tab.
I just uploaded a minor update. This fixes the messed up sludge prawn header, adds a few more melee weapons, and makes a few other cosmetic tweaks. Chaos cults are still missing, but I have finally figured out how I want them to work (hint: it uses lots of DFHack), so it shouldn't be long :)
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Very weird... As the name suggests that is the profile I always use, so it has been thoroughly tested. AFAIK the only differences that profile has is shorter stop time (100 years), and always north pole.
Well, I'll give 2.1.0 a try, see if there's any difference.
This issue is a known side effect of TWBT and/or print mode "STANDARD". Set the print mode to "2D" and this problem should go away (but you won't have TWBT anymore). Switching from windowed to fullscreen will also crash the game, but alt+tab works, so if youdo want to use TWBT you should use fullscreen and alt+tab.
I get a hang if I Alt-Tab out of fullscreen; it does that "minimise to the top-left corner" thing DF used to do back in 0.31ish times when it froze, and won't come back out.
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Hmmm... Weird. Did you try "[PRINT_MODE:2D]"? If that fixes it the problem is TWBT, report your problems in the TWBT thread (found in the utilities subforum).
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I am almost done with chaos cults, actually they would be done if it wasn't for the interactions seemingly not working properly. Once I figure out why interactions don't seem to be triggering as I expected (and do some other testing) I'll post a new version with the newest way to have your settlement go down in flames! (Hint: Priests will be very useful next version)
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Found a small bug with lho rolling. It takes two leaves to make a lho stick, but if your lho roller gets ahold of a bag with only one leaf in it, he'll still try and roll new lho sticks... and get stuck in an infinite loop where no lho sticks are produced. It's probably because they're in a bag. Either removing the requirement of the bag or reducing the number of leaves to 1 would fix it, and it only happens if you're stuck with a bag of only one leaf, anyways
EDIT: There doesn't seem to be a way to make ash? There's a charcoal reaction at the smelter, but not an ash one. No ash means no fertilizer.
EDIT2: Tiny but kind of odd bug: Any fish-based dish shows up as 'van saar x' (van saar pie, van saar soup, fried van saar, etc) and shows 'minced van saar' in its ingredients instead of sludge prawns.
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I may be able to avoid using a bag for lho, but that would remove one of the costs of this production chain, something I don't want to do. I'll try to come up with a solution to this problem for next version (maybe use DFHack to ensure bags always contain an even number of lho leaves?).
There should be a way to make ash... I think I may know what's wrong, it will definitely work next version.
The cooked fish issue sounds very weird. I'll have to fix that :)
Thank you for the reports!
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One potential fix that would actually increase resource costs would be to require one leaf each from two bags, in the way a lot of rockcrete stuff requires multiple barrels of slurry. Has the disadvantage of potentially leaving the player with one last bag of lho with multiple leaves in it, and of course requiring twice as many bags.
Having a lot of fun so far. I've found that while lho is a great staple trade good, the real money's in fried food - once you have a decent pile of grox, they produce enough meat and fat to produce some really solid stacks of fried food and meat based dishes, supplemented by whatever wildlife you can claw to death with your assortment of caravan-bought weapons. Cawdor-brand cheese sticks are a chief export.
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I tried to dilute food value by making it so that ingredients have no quality, is prepared food still unrealistically valuable? If it is I can probably reduce ingredient values at least a little.
I'll have some solution for lho next version (which will be up just as soon as I can get chaos cults working).
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High-quality meals still have values in the thousands for sufficiently large stacks, but are definitely a lot less valuable than in default DF. Plus, early on, trading away prepared meals often means trading away precious, beautiful barrels, which I love like my own sons for being one of the hardest things to mass-produce until you have a decent plastic industry going. I'm like, six years in at this point and sitting on an advanced metal industry (metal shop, arc forge, and slag separator) so at this point with my 90+ hivers it's not too hard to make fresh barrels.
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OK, I probably won't nerf prepared meals then :)
About barrels, did you embark in an area without trees? Wood works fine for barrels. (I need to figure out a way to reduce the wood supply)
If you see any place where the balance seems "off" let me know, I haven't run many long term settlements myself.
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Embark didn't have many trees... at first. Long term, trees grew explosively in my biome, I'm actually have a hard time keeping the fields clear with scavs these days, especially since I don't need the wood/junk as bad.
Advanced industries are pretty luck-based, but in a way that seems sensible - I just ended up buried under fuel rods for a little while before I got the precious, necessary capacitors for a lot of my work.
Things definitely get a lot easier once you get established, although I've also been fortunate to not be attacked too often - a Spyrer visit that I managed to survive by piling twenty bodies and most of my livestock on him, and a Van Saar gunslinger party - my hab block is all twisty tunnels, so they didn't get many opportunities for shots before angry men with crowbars were crushing their skulls. Being at peace with the Redemptionists is probably helping, though - not having everything set on fire all the time, and all.
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The trees growing like crazy after embark is a DF problem I (sadly) can't do anything about.
Advanced industries are supposed to be at least a little luck based, so that sounds about right.
I can't really think of any way (short of invaders, which are somewhat flaky due to DF) to make the late game harder, well chaos cults should do that once I get them going :) Chaos cults should be downright evil. The prepared player will have some combat against a lesser daemon inside the settlement, with no warning, the unprepared player could have half his citizens turning on the other half, lead by greater daemons with warnings only showing when it is almost too late (insert evil laughter). Neglecting religion next version could lead to a quick end!
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Well, there's one good solution for 'way too many trees' - turning my rockcrete block production towards more paved roads, turning this underhive into a proper hab block. What kind of ecumenopolis has grass?
EDIT: Oh! One weird bug I have noticed is that certain items will sometimes multiply on the trade request screen. Like, there are six request slots for 'plastic barrels' at this point from the Guilders.
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That is almost certainly caused by the way I add materials to entities. It should not do that (obviously), but I can make some changes to make it completely impossible (provided the problem is what I think it is anyway).
I just had a thought: I could write a script that looked for saplings on the surface and delete them, no more huge forests of surface trees! Maybe allow a low chance to let one alone so trees can grow back very, very slowly?
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I'd say cutting the growth rate down to like, 1/2 or even 1/4th will provide some amount of 'still get supplies over the long term' while significantly reducing the overgrowth. If the script deletes 3/4 saplings, and a handful of the rest are getting trampled by traffic, that should make woods significantly sparser without completely crippling scavenging as a steady source of low-tier material.
EDIT: Wouldn't mind seeing some fun rare weapons - trade-only stuff like Eviscerators (because who doesn't love a two-handed chainsword) and the like, as a chance to bring in some really impressive topside gear. Maybe even lasguns. Also, not sure the Delaque entity actually has their spy post added as a permitted building in the files - I haven't played as them yet, but I built the mod with them as the active player once and it added building_spy and reaction_spy but didn't seem to have added those buildings/reactions to the main entity. Would like to see them expanded, and also to see some of the more iconic clothing items added depending on house - longcoats for Delaque, masks for Cawdor, etc. Give them a bit more flavor. Maybe even eventually allow for all six houses to be on the map at once.
EDIT2: Found a glitch! Escher MALES are getting the agility and Sword/Dodging buffs, and the pop ratio is tilted towards males, not females.
EDIT3: A few bugs in the graphics files - Animals, Cawdor, and Delaque text files are pointing towards pngs that don't exist, causing crashes if you enable creature tiles. Specifically 'animals.png' instead of UHS_animal.png, and the two hiver files missing the UHS in front. (Should be UHS_hiver_cawdor and UHS_hiver_delaque)
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Rad storms are brutally lethal. I've yet to have someone caught in one survive, there's just no way to save them. And if you're in a biome where they happen, they happen hideously frequently - you need to rush underground as soon as you can, which majorly restricts your access to vital junk.
EDIT: Brewing liquor doesn't actually do anything to extend your drink supply, since creating booze consumes as much water as the amount of booze it makes. If anything, it just splits your water over multiple barrels. I suppose it does at least generate pleasant thoughts thanks to inebriation.
EDIT2: Just noticed - female hivers are being generated with facial hair. Didn't realize until I decided to play around in adventure mode and ended up generating an Escher lady with a neatly-combed mustache and beard. Went digging in the raws - looks like females are being assigned facial hair layers, and males are ending up with MULTIPLE_LITTER_RARE. Looks like some switched orders, like the problem that male and female eschers were having. Goliaths were also having trouble with the improvements meant for males being handed out to female goliaths, and the extremely reduced combat skill rates being handed out to ALL Goliaths, overwriting the bonuses males are supposed to get. Was able to fix most of them by fiddling with the orders in the base Rubble files.
EDIT3: Flavor note: The current description for Redemptionists is 'A person entrusted with enforcing the harsh and merciless law of the Hive.' The Redemptionists are an outlaw cult, so this seems probably incorrect? Although, on the subject of law and order... one possible endgame threat to implement could actually be the Arbites, who are generally significantly better armed and equipped than any of the groups underhive. Arbites have access to actually good armor and things like lasguns, autocannons, and even bolt weaponry, which would make them a suitable challenge for a well-established hive. They did get Necromunda rules, even.
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Brewing should use less water than the amount of drink produced, anything else is a bug.
Oops, I messed up the order of the template arguments... The new version still has this issue, but next version will have it fixed.
The redemptionist description is a bug, it is actually the description from the "enforcers" a creature from the old mod that was apparently not used for anything (they didn't have an entity). Not sure how I got the descriptions crossed... Late game challenge is supposed to be provided by pitslaves, they have decent gear, and built-in melee weapons. Arbites are a good idea though :)
2.2.0 is up now!
This version fixes all the bugs reported (except the three mentioned above) as well as adding chaos cult. Before you get too excited, chaos cults almost certainly don't work. AFAIK everything is correct, but priests don't seem to use their interactions... I assume the same problem applies to cult leaders, but I never say one during testing.
Anyway, I'll have a new bug fix version up soon (hopefully by friday) fixing everything but cults, I have no idea when (or how) I will get cults working as expected.
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Found another, smallish bug: The gunsmith reaction to assemble autopistols is producing stub pistols instead. Easy fix, at least.
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2.2.1 is up now.
This version fixes the three bugs reported earlier, as well as some minor issues caused by Rubble (none that would be worth bothering with on their own).
No fix for the goofed pistol reactions, as I didn't know about it when I packed this version for upload. I'll get it next time. I also did not do anything to cults, as I have been rather busy with other things lately... Don't worry, I'll get to them sooner or later...
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Well that's good, glad to see the fixin's coming!
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Uses ASCII or some tileset? I never got into ASCII :c
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There's a built-in tileset and graphicset, if you want them. Personally, I use FnordSet alongside it, but the option's there
EDIT: Also, Milo, seeing as the mod already relies on DFhackery - have you considered adding some of the 'decay' scripts people have created? I know there are ones to make food/corpses/clothing rot away, which both helps create further resource scarcity and helps clean up FPS by eliminating idle objects.
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I personally don't like the decay scripts, but there is no reason you can't add them yourself. Actually the decay scripts ship with DFHack these days, so they are already installed (meaning all you need to do is activate them).
The mod comes with a 24x24 TWBT tileset already installed, but it is mostly ASCII with a few graphical tiles (if 24x24 is too large for you there is a mostly identical 16x16 version available). There is an optional 16x16 graphical tileset based on the tileset from the original mod provided, but I haven't tested it much and certain things (such as workshops) will probably look a little "weird".
I fixed the pistol bug in my copy, but forgot to pack it up for release today, I'll try to get it (and a few other tweaks) up on friday. Chaos cults are still in limbo, as they are really hard to test (being so random).
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Hmm when I launch in window mode and try to rezise DF it just freezes, its only this mod that does it ;o
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Is there a REASON it's almost impossible to bake bread? The reactions just don't seem to work. Even with a barrel full of bags of fungal flour right next to the kitchen.
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The barrel is your problem. For whatever reason, DF is really bad about finding containers inside of other containers. Store 'milled plant' products in a food stockpile that doesn't use barrels.
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Is that sort of like the strange habit the computer has of taking bins to THING instead of things to BINS?
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Yeah, DF container behavior has always been strange. I try to avoid using bins because of how weird the game behaves around them, but barrels are obviously necessary for water and booze (and rockcrete), so I always end up with plenty of those.
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Another thing, the hivers are trying to apply horn spikes to compressed rubble boulders. Why?
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Can you get hivers to process iho leaves that are NOT in bags? Because they're refusing to put some dried leaves in bags and they're really stacking up. They can't roll them without the bag and they wont bag them on their own.
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Does the rockcrete plant DO anything? If so, what? And how? I built it and it.. sits there.
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May be bugged, but I assume it's supposed to bulk-produce (or as close as can be managed, anyway,) rockcrete for building.
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The 'decorate' commands will decorate anything. If you want to decorate your trade goods, it's best to have a separate crafting station just for that, using stockpile links.
The rockcrete plant is an automatic function. Build a machine input/machine output adjacent to it, put barrels and rocks on the input through minecarts/conveyor belts/etc, have rockcrete produced on the outputs. The upside of this is that you always get the bonus 'crete you'd get from using chyms without actually needing to use up your chyms.
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Hmm when I launch in window mode and try to rezise DF it just freezes, its only this mod that does it ;o
Known bug with Nvidia graphics cards and DF versions before 43.5 (when using print mode STANDARD or TWBT). Switch to print mode 2D (which will prevent you from using TWBT). This bug is described in some detail right at the top of the manual.
Can you get hivers to process iho leaves that are NOT in bags? Because they're refusing to put some dried leaves in bags and they're really stacking up. They can't roll them without the bag and they wont bag them on their own.
This is probably due to the reaction producing more than can fit into a bag, but that should be impossible... I'll take a look at it.
All other questions were answered by Thuellai, thanks Thuelli! (BTW: All that stuff was in the manual, RTFM)
A new version is still expected friday. It (probably) won't have new stuff, but it will contain a few minor bug fixes.
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Thanks! The people here on the forums have been great in answering questions and giving help. It's really nice. And it's great to get a response from the creator. Good luck!
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In this thread you always get a response from the creator :P
2.2.2 is up now.
This version fixes the pistol bug and updates to the newest Rubble version.
I could not reproduce any issues with lho bags, but I didn't do extensive testing either (any problems lho has should affect quarry bushes twice as bad).
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I can't seem to get the tileset to work. When I try to enable it in Rubble, I get:
Addon file request: Addon: Underhive Settlement/Tileset/Original File: Underhiveironhand.tset.png
Nonexistent file: "Underhiveironhand.tset.png" in addon: "Underhive Settlement/Tileset/Original".
However the file is in that folder with the correct name.
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I'll look into it.
EDIT:
It looks like the case is inconsistent, and Rubble is probably insisting on a case sensitive match.
For now you can change the name to all lowercase in the .rbl file and it will probably work, a proper fix will be along in a few days.
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A fixed version is now up! (I tested it and everything :P )
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PTW
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Trying to start is giving me an error:
Not found: data/art/underhiveironhand.png
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Trying to start is giving me an error:
Not found: data/art/underhiveironhand.png
It's missing the tileset that it's set to use by default, or it got renamed to something else somehow. If it isn't just a naming issue you could go into init.txt and change the lines [FONT:XXXX],[FULLFONT:XXXX], [GRAPHICS_FONT:XXXX], and [GRAPHICS_FULLFONT:XXXX] to your preferred tiles (curses fonts should be in there already if you want to just use those, just pick the resolution you want) or you could look for it in an older version of the mod and put it into the DF/data/art. The original version of this mod is pretty old, so the tileset will work but it might do unusual things with a few animals. I also wouldn't use it for anything but this mod.
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Starting a default installation should not give any error, but it will use a 24x24 ASCII tileset with basic TWBT support.
The mod specific tileset is 90% untested. You probably don't want to use it...
If you really need a tileset, any ASCII compatible tileset should work fine.
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The scrap forge is telling me that I don't have any fuel to build hand tools. Does charcoal not work, and if not, then how to I get fuel?
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It works for me. Is the charcoal in your stockpile?
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If I remember correctly I just used the FUEL tag in those reactions, so charcoal should work just fine.
If you have your metal in a linked stockpile then your fuel needs to be linked as well (it's a DF limitation, not something this mod does).
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Is there a cheat sheet I can look at to find out the parts/steps needed to make the different guns and ammunition? It'd be nice to have one for growables too, I keep forgetting what plants are needed to process other plants.
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If I remember correctly the manual has that information...
Just start Rubble, then go to "addon documentation", then "Underhive Settlement/Base".
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Can't start game on default: not found: data/art/underhiveironhand.png
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Can't start game on default: not found: data/art/underhiveironhand.png
I'm having the same problem, and are we supposed to just... I dunno, copy and past the stuff in the addon folder into the main raws and such or something?
SInce there's been a few bugfixes I figured I'd finally give it a go, and.... Can't. And nothing makes sense to me because of all the Rubble stuff.
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Can't start game on default: not found: data/art/underhiveironhand.png
That can't be default. That tile sheet is only used by the (mostly broken) custom tileset that I really ought to remove someday...
If you are getting that error with a fresh copy then I really screwed up just before packaging.
In any case all you need to do to fix things is run Rubble, select the install tileset option, then select one of the tileset listed (don't use the mod specific one).
The default install should be a simple mostly ASCII 24x24 TWBT tileset, and you can replace it with any other ASCII compatible tileset via the normal methods. I'll check it my backup copy of the last release to see if I really did goof it up.
Also: I thought I fixed the issue with the mod specific tileset not installing it's sheet...
EDIT: I just checked, and the last release version has the wrong tileset listed. Not sure how this happened. Unfortunately I have not been near a computer capable of uploading files for several weeks now, and this seems unlikely to change just right away. Like I said: use Rubble to install one of the default tilesets or otherwise install a tileset of your own until I get a fix up. Sorry.
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Aww, but the tileset was one of the best thing about it...
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The tileset was fine, for 34.11
Nowadays it isn't quite so good, and I suck at tilesets so I can't really fix it properly. Right now it is a ugly thrown together mess. Also it is 16x16, which is kinda small for modern computers.
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That's like saying any given tileset was fine for whatever version it came out for. I'm not trying to start an argument when I say that, it just comes off as overly harsh, especially considering in this case it was custom made for the mod; the ASCII just doesn't... Look/feel right, I guess, but I also never played the mod without its custom tileset, as I've been trying to get the damned thing to realize the file is where it's supposed to be. I know there's TWBT stuff in it, but still it just seems so... Plain looking.
That being said, it seems more that it's not "finding" the files I guess? Despite the fact they're pretty plainly there, which is odd.
I suppose you could always ask someone else how to fix it or if they could update the graphics. Since this is kind of a separate issue from rubble or the raws, it stands to reason this could be the one thing you could outsource; I'm sure there's someone who could help (If I had any idea how to fiddle with the visual things I'd volunteer my time, but obviously this is something beyond me.)
EDIT: Yeah, this looks realllly.... Ill-fitting. This is gonna sound stupid but it doesn't really convey the same feel the custom tileset does.
EDIT II: Nevermind. Saw the printmode stuff after giving the thread a proper look.
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Oh, I would like to have a proper version of the custom tileset well enough. My problem with what it has now is that I don't have the time/skill to do a proper job of fixing it up for modern DF versions.
In particular the current buildings look really weird (they all need to be redrawn for the tileset), but the tilesheet should also be redrawn/rearranged so it works well with TWBT.
Do you know any bored tileset artists?
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I have a small problem. How do I get a rogue techpriest?
Also I had seen that I can produce unlimited ammounts of ammo without need to reproduce powder etc. Also soldiers carry all ammo avilable
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The techpriest is an appointed noble. I can't remember if you need the mayor equivalent or not.
I'll have to look at ammo production.
Soldiers should only carry ammo for weapons that they use. Anything else is a bug, probably a vanilla DF bug...
This remindes me, I need to upload the version with the fixed tileset install...
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OK, Uploaded a version with the goofed init files fixed.
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Welll
Besides some "necro"
I am playing this mod now, many years after touch of previous generation of "necromunda" mod. Founding it very nice and amusing.
If someone ever cares about bugs or may even continue this brilliant work I will post bugs I found so far here (as well as other strange and possibly unintended behavior).
1. Lho harvests as dry leafs from fields so it can't be process further. Because dry lho needs to be in bag to process and they are collected just as normal plants, not into bags.
(I jury rigged this for myself by deleting all "bag-related" stuff from lho reactions, seeds are rarely produced but it is tolerable with the merchants seed supply)
2. There is something wrong with merchant weapon prices.
- 2.1 Plain weapon prices are very low. About 40-100 for all from chain swords to autocannons.
- 2.2 Occasionaly for 1-3 items price displayed on trade screen skyrokets to 26000+ but on item screen their prices displayed as normal 160-300.
3. Any items inside any conainer that placed into another container (bag inside a barrel, ammo belt inside a bin and so on) are completely overlooked by game mechanic (but i think that was a core game bug).
4. Dogs and hivers are overpowered (or fauna underpowered heavily). Milliasaurs, crook hounds, spitworms all killed by plain dogs and lone barehand hivers without casualites or even major wounds.
5. Wild grox is the only creature that was able to actually kill my hivers so far. Also wild grox can soak in entire quiver belt of autogun and flee happily out of the map.
6. I can't figure out is hunting actually works at all or not. My dedicated hunter freed from all other work simply doing "no job" all the time between eating and sleeping.
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Anyone get it working with a more modern version of DF?
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Anyone get it working with a more modern version of DF?
Id recommend a republish over just a 'fix' in this case, 43 is miles away from 47, not only in QoL but also in balance and technical terms (new datafields & init) that may require a re-evaluation.
DFhack packed with it isn't to the standards to run any version more advanced, and i can't say anything about "Rubble" other than it should probably try to be phased out where possible unless the people involved with the project come back and make it up to scratch again since you can view all rubble resources scripts and see what's going on with simple applications like Notepad++.
I have downloaded it to pour over, and it seems to be quite detailed with a few interesting scripts, especially the "hooks". I wonder if some of these options are still possible?