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Messages - Eligiblefoot

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1
Eligiblefoot,

Are you sure that it is connected to the Bitlands tileset? I've also reverted the language changes from the mod for myself, and had similar crashes. I've found that entity_default.txt must also be edited. There is a [CULL_SYMBOL:ALL:OBSCENE] line for every civilization, and after removing those lines I was able to generate worlds again.

Regards,
way


Ah thank you. You are right. It is not related to Bitlands itself.

2
Hey I love your mods but I'm not really a big fan of the language changes. So I use the default ones, but for some reason when using the Bitlands tileset, my game crashes if I try to design a new world with advance parameters. If I use your language files, it works fine. I'm not sure what the reason is. I have replaced language files before with no problems before.

3
Masterwork DF / Re: Masterwork + Meph Tileset 4.7
« on: February 20, 2019, 07:30:10 pm »
I've gotten this to work with a copy and paste, at least in Dwarf Mode. I don't really play the other races and just like having extra invaders. I haven't fully tested it but most default workshops and such work fine. You have to copy the objects and graphics folders from masterwork into the Meph Tileset raws, then recopy the default Meph raws back to make everything look right. I haven't done full on testing, just a base run through to make sure the graphics look fine. Sometimes it will crash on loading a saved world but other than that it seems fine. As said above not everything will be perfect and the launcher settings like civs and mods will not work anymore. I should also mention that you should not replace the entity files after copying the masterwork files.

4
Mod Releases / Re: [0.44.12] All Races Playable mod
« on: August 07, 2018, 01:48:57 pm »
I believe beakdogs use nest boxes. I haven't played as the goblins in a while though.

5
Tilesets and Graphics / Re: GemSet v1.41 [42.04]
« on: December 16, 2017, 12:05:21 am »
I've noticed in the overrides that a lot of the item overrides don't have a tile. For example

[OVERRIDE: 146 : I : BOX:BOX: : 2 :34

I took this directly from the overrides. I don't know anything about this stuff but messing with the overrides seemed to fix this. It did for the soil anyway.

6
Tilesets and Graphics / Re: GemSet v1.41 [42.04]
« on: December 15, 2017, 11:25:03 pm »
I haven't actually done a 44.02 fort yet, though,  so it'll be a bit before I can actually check that everything's working right or do any real fiddling with new things.

I put a couple hours into one a few nights ago.  So far I've only seen two issues.  Beds display as a brown Ɵ, and items made from different materials do not have correct colors as they used to.  All furniture is the same wood color, regardless of what you make it out of.


I'm getting the same here as well as the soil and minerals are not showing up correctly. The overrides are really messy too

7
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: December 15, 2017, 05:46:13 pm »
If you want to switch graphics packs between playthrough. Then copy your objects folder from your save into LNP/graphics and which ever pack you want to use. I do this all the time with my saves and habe had no problems. Make sure you delete the objects folder in the graphics pack before you copy to avoid issues.

8
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: December 12, 2017, 04:37:29 pm »
@clinodev - PyLNP prefers to be as safe as possible, so that it's always a bug if you end up with an invalid configuration.

Unfortunately safely updating init files is hard enough that nobody has volunteered to write that code yet, and the settings are read from and written to the init files.

Don't know if you have github or something to report bugs, anyway, can you check this? https://github.com/DFgraphics/Phoebus/issues/10

Thanks :)

I'm also having this issue DF hack is on as well as twbt. The same thing happens with Gemset as well. At least the the gemset beds.

9
DF General Discussion / Re: How did you discover Dwarf Fortress?
« on: December 11, 2017, 07:05:30 am »
I found out about it from Marcus Aurelius LP.

R.I.P to his channel

10
Really looking forward to an update. I love designing my fortresses around the fact that I can look at it in 3D!

11
Tilesets and Graphics / Re: Cherrywood ASCII
« on: December 03, 2017, 03:24:44 am »
Just from seeing the spoiler I can't wait for full release. It seems like it will look great with the spacefox units.

12
DF General Discussion / Re: The Importance of Prejudice
« on: December 01, 2017, 09:16:01 pm »
I would actually love to see some form of prejudice ingame. Imagine two dwarf civilizations feuding because one civ likes to wear pig tail socks while the other likes jute socks or something.  I'm confused as it why it makes people uncomfortable. You can already do some pretty horrible things in dwarf fortress. I just can't see how one evil act or interaction is okay but another isn't. Being able to Genocide entire races is okay but adding in actual reasoning for that genocide isn't okay? (very horrible reasoning mind you)

13
Tilesets and Graphics / Re: Vordak`s 32x Dwarf Tileset
« on: August 07, 2017, 07:49:14 pm »
Woah these are awesome! Can't wait for you to release them.

14
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: August 05, 2017, 06:17:31 am »
Hum, it seems that the dfhack include in your pack is NOT the latest dfhack. Merging latest version with this one indicate that a lot of file are different, and dfhack itself indicate that it is on version "beta2" and not on r2 as plugins included wants ...

Soooooooooooo...


I take the mousequery.dll from Masterwork DF and this fixed the problem for me. It's not perfect but it works.

15
Ah sorry I probably should have been more clear. You only have to use LAA on the DF exe. It shouldn't be a problem if you used it on the Masterwork exe. though.

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