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Messages - Morning_Oak

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1
This is awesome, thank you.

Using the 7start function, any way to not make them all female?

2
DF Modding / Re: Do people use standardization mods?
« on: March 03, 2023, 01:21:05 pm »
I believe OP is referring to mods that make all the different varieties of wood, stone and make them into just "Wood", "Stone" for simplicity. I don't use them, takes the flavor out of the game.

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 27, 2023, 02:37:10 pm »
What is the best method to make sure a creature is bald on their scalp, but can still grow beards? I tried:

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
         [TISSUE_STYLE_UNIT:HAIR:CLEAN_SHAVEN]

but this seems to return an error on the errorlog when generating a world.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 20, 2023, 11:49:57 am »
I started a fresh world with a ton of civs (I have several modded ones as well) and tons of (visible) caves. I let the world generate for 600+ years and then pulled up 2 copies of the game, one for fort mode & one for legends. I like to check out each civ and see if there's an interesting story to start my fort around. I found 2 interesting artifact weapons that had been stolen by kobolds, and after check out the original civ I found out they were both stolen from the same Dwarf civ! I had found my story, I'd embark on the cave and reclaim our treasures. I assigned my skills, picked my items, named my fort and embarked. Well, the first thing I see is a forbidden axe direclty under my wagon! I check it out - it's an artifact steel axe, just laying there. I look around the map, there are 12+ more artifacts just laying around. None of them are the 2 we're after though. The kobold's cave is just to the south of my dwarves's starting point. Time to hunker down and start getting ready for battle. We're going in.     

5
DF Modding / Re: What's going on in your modding?
« on: February 20, 2023, 11:21:11 am »
I have recently added an evil race of Dark Dwarves to the game, along with an evil but civilized Undead/Forsaken-style-Human Civ and a "Bandit"-like Human civ for a fun twist. I also went and tweaked Emilovich's "The Language Overhaul" and got it working with Steam to my liking, it adds a nice feel to the game. Lastly, I added reactions to be able to create gem weapons & armor, but sadly they don't seem to want to equip my gem gauntlets & boots, despite claiming them for their uniform. Oh well. 

6
will you add support for 0.57 anytime soon? Still an essential tool! Thank you so much
Assuming you mean 50.07, there were some layouts merged earlier today: https://github.com/Dwarf-Therapist/Dwarf-Therapist/pull/285
Forgive my ignorance with Github, but how would I go about making these updates?

7
DF Dwarf Mode Discussion / Re: DF v50.01+ Worldgen Cookbook Thread
« on: February 10, 2023, 12:13:54 pm »
Hey Mohreb,

that's how I'd been trying to do it. Unfortunately, I've ended up with a lot of worlds that do not have any dwarves in them at all, and often no elves either... I suppose having no elves is not the worst thing, but I like having access to them. I think it's the savagery that is sort of messing up the placement of these civs, is there a fix for this? Maybe I am just cranking the numbers way too high.

I make custom worlds via Perfect World quite often, which usually causes weird mountain generation leading to the issue you mentioned above. My solution was to clone the MOUNTAIN entity (I named it ALT_MOUNTAIN but you can use any name other than one already used). Upping the number of Civs also helped. I like to go 500+ years for world gen so Dwarves dying is a common issue, but my steps above ensure I have at least 4+ in even a medium sized world, and still have lots of Humans, Elves, & Goblins as well.

8
They may petition you to become full citizens after 2 years. Tweak make-own still requires the target to petition unless they are a dwarf I believe.

9
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 27, 2020, 05:56:34 pm »
I created a group that I dubbed "The Expendables" - 2 Male Dwarves, 1 Male & 1 Female Goblin. All were somewhat competent with spears, and they started off in Helmdepths, a Dwarven hillocks located about a week away from my recently retired fort, Hollowthrone. My party traveled about 4 days north-east to reach the fortress, and ultimately the journey wasn't too eventful, despite the high number of semi-megabeasts that are roaming this world. We did stumble upon a giantess with a necromancer's slab & a silver war hammer, after a brief chat she was nice enough to donate both to our cause. The party reached the fort and retired shortly after. Sadly, they weren't reputable enough to join the fort's military as full-citizens, so upon reloading the fort I found that all 4 were just lounging as partial citizens. They seem to be able to haul and build walls for me at least, so whatever. I'll say mission accomplished.

Fast forward a couple of years and our little bunker of a fortress has weathered a necromancer siege and a goblin siege with little rest in between. The zombie siege resulted in ~80% of my fort dead, but amazingly all 4 adventurers survived. I think mostly because I wasn't able to order them around as normal citizens, so they were saved from my awful rulership. I now had 1 goblin & 1 dwarf leading my military. The 2nd dwarf apparently had become very attached to the (former)citizens he'd met during his short stay at Hollowthrone, as he died of depression just a few short months after our last siege. Finally, the female Goblin "Lokki" fell into the caverns from about 5 z-levels high, after trying to complete a hanging up/down stair for an elaborate bridge spanning the caverns. She didn't die as goblins don't eat or drink, but nobody was able to reach her to provide medical attention so she promptly went stark raving mad. For the last year or so, she's been babbling naked down in the caverns. I have seen beasts and monsters of every size wander right up to her but they don't seem to be bothered by her presence. At this point, she's become a native cavern creature in the same fashion as the magic car that goes wild in Harry Potter II: Electric Boogaloo.

I am very tempted to use DFHack & make Lokki the queen of my civilization. My civ is near extinct, so adding in a mad queen of the caverns is too good of an opportunity to pass up.

10
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 27, 2020, 02:50:01 pm »
Is it possible to have the game assign a variation of a race's name, based on the Entity they are under? For example, if I added goblins as an available race for the PLAINS entity, can I have the game call those specific goblins "Hobgoblins", and have the goblins living under the EVIL entity remain as "Goblins"?

11
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 13, 2020, 10:49:46 pm »
I modded in ents as semimegabeasts using a conglomeration of several raws other users have shared on these forums over the years, and I'm pretty satisfied with them so far. I had an idea to expand on them a bit but I'm not sure how it would work exactly. Is it possible via the caste system to split a creature into a non-semimegabeast as a child and have it grow into a semimegabeast as an adult? I thought it would be interesting to have the children be considered friendly to the elves for a time but after adulthood they would turn wild and attack the hippies. I've never seen this in any mods that I can recall so its very likely it's not feasible but I figured I'd ask.

12
Good to know, I'll update this post later today with the translation for the most recent occurrence when I'm back on my home PC. I was able to start an adventure mode character in a Dwarven city that had dug too deep and was now a Goblin civ infested with clowns. They're all are friendly to my character and I was able to "rescue" 2 of the clowns from an approaching human army, so now we're roaming the world wreaking havoc. Their government has a '0' in its name but I kept the world since it's such a unique starting location.

Edit: I checked and I'm not 100% sure how to find the translation for the site's government via Adventure mode. I'll check legends when I retire this character, it may be listed there.

13
First off, I absolutely love this mod. It adds a layer of lore and immersion that simply wasn't there due to the ridiculous names the game naturally comes up with.

I am however running into 1 small problem and I'm wondering if it's a known issue or if perhaps I messed up something the install.

After generating a number of worlds, I've found some Dwarven & Goblin governments with names like "The Copper 0" or most recently "The Blighted 0". I assume this is a result of the game trying to plug in one of the words from this mod, and for some reason isn't able to do some so it is using a 0 (zero) as a placeholder. This unfortunately kills the whole theme and I tend to just ditch the world when this occurs. So far, I've seen this with Dwarven governments, with a Goblin government and it has also occured when I was creating a squad in fort mode, if that is at all helpful.

Once again, really love the mod and hope to see more in the future.

14
DF Dwarf Mode Discussion / Re: Missing item
« on: April 11, 2020, 04:21:55 pm »
This question isn't exactly related to the OP,  but it does for the topic.

Does anyone have a way to prevent artifacts from being "destroyed" when a migrant brings it to your fort? I know this bug has been an issue for a couple of years now, and I didn't see any indication it was fixed in the latest updates. I once had a dwarf show up with an artifact sword but it was apparently just destroyed according to legends viewer, and I I only found out when I saved and exported legends. Artifacts are a huge aspect of the game that I really enjoy and I ended up rolling back the save and trying to find it via adventure mode since I really hated the idea of a precious artifact being bugged like that. I didn't succeed unfortunately 

15
DF Modding / Re: What's going on in your modding?
« on: April 10, 2020, 02:26:40 am »
I'm not 100% sure if it works like that, but simply not giving the weapon to any entity should do the trick. A moody weaponsmith with no favorite weapon will make a random one. Should work in worldgen too.

Also, worldgen artifacts can be made out of metals that nobody can make. Do whatever you want with this information.

Ah, that seems more in line what I had thought to be the case originally. I have modded in Gemstone hammers but I don't allow any entity to use them by default, because they would end up making a "steel gemstone hammer" which defeats the whole purpose. I only allow the dwarves have a reaction to make them in certain workshops so they can made in fort mode after world-gen ends.

It would be awesome to allow for a specific "recipe" using reactions or something similar that required them to use only a specific type or types of items. I've never seen my gemstone hammers be used in a strange mood after about a month of playing with them in-game, but I always assumed that is because I didn't add them to the MOUNTAIN entity's file.

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