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Messages - Bones Johnson

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It actually does take a long time for fire to heat the tile, and it's possible that it being so cold will make that take even longer. I hav melted fat into grease that way, I forget how long it took but it was longer than I expected.

Why is it so cold? Are you at a polar extreme? Or is it some feature of the mod?

I've no idea. Water isn't frozen or anything so it's even weirder food is apparently too cold to eat. And I shouldn't be at an extreme. About a 3/4 down the world map.

I'll try booting it up later and wait longer.

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Seems creating fires by setting grass on fire hasn't helped matters, or I just need to wait a lot longer. Even standing right on top of a fire/putting something on a fire doesn't do anything. Temperature is definitely on in the init file. I'm starting to think that the world or the installation has some odd bug to it.

And I'm not sure if a screenshot will help. Just get the message "[X] is too cold to eat" and the environment is just " it is deathly cold." There a way to show more precise temperature information? I vaguely remember that looking at items in fortress mode told you temperature, but I can't find any indicator in this adventure mode save.

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Mod Releases / Re: Dwarf Fortress: The Long Night 3.61
« on: April 12, 2022, 05:39:30 pm »
Found a pretty bad issue in adventure mode. Whenever I try to get my adventurer to eat something, game just remarks that "X is too cold to eat." I was hoping this was just a regular dwarf fortress thing and there was some solution, but it might be mod related. I've tried both a post-human immortal and a post-human adaptive, and both haven't been able to eat due to too cold food.

Are you in a cold area like a tundra or glacier? It might be that is the case. Try making a campfire and heating the food. Alternately, is it a strange kind of food? What food is giving you this trouble?

Just crab meat. Though I tried finding some other things, think I encountered some un-humans trying to move north where it'd maybe be less cold, and that meat is too cold to eat as well apparently. Heating food with a campfire doesn't do anything, unless I need to do it ten or so times in a row or something. I don't think it's tundra or a glacier, as there's no snow around and the river water isn't frozen. Pressing P always says the environment is deathly cold though.

Very strange, it might be I set the minimum temperature too low. Did you do anything to modify the game besides following the installation instructions? If you used advanced worldgen, which world did you pick?

Didn't do anything special with the instillation other than add the kruggsmash graphics, but that shouldn't have suddenly caused problems when there weren't none. And yeap, did advanced world gen using medium world large population, stopped at around 453 years.

4
If you can find some grass, you can ignite it. I know that burning plants WILL warm up the environment. So laying the stuff down for a few ticks might warm it.

We warned: the temperature of the fire might go up to 300 degrees Celcius, and the temperature of the surrounding 8 tiles might to up to above 100 degrees. Takes a while though

Thanks. Hopefully that'll work. Any idea if camp-fires generate heat at all or are they basically just ice-into-water devices?

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Mod Releases / Re: Dwarf Fortress: The Long Night 3.61
« on: April 12, 2022, 10:08:06 am »
Found a pretty bad issue in adventure mode. Whenever I try to get my adventurer to eat something, game just remarks that "X is too cold to eat." I was hoping this was just a regular dwarf fortress thing and there was some solution, but it might be mod related. I've tried both a post-human immortal and a post-human adaptive, and both haven't been able to eat due to too cold food.

Are you in a cold area like a tundra or glacier? It might be that is the case. Try making a campfire and heating the food. Alternately, is it a strange kind of food? What food is giving you this trouble?

Just crab meat. Though I tried finding some other things, think I encountered some un-humans trying to move north where it'd maybe be less cold, and that meat is too cold to eat as well apparently. Heating food with a campfire doesn't do anything, unless I need to do it ten or so times in a row or something. I don't think it's tundra or a glacier, as there's no snow around and the river water isn't frozen. Pressing P always says the environment is deathly cold though.

6
Mod Releases / Re: Dwarf Fortress: The Long Night 3.61
« on: April 11, 2022, 11:07:18 pm »
Found a pretty bad issue in adventure mode. Whenever I try to get my adventurer to eat something, game just remarks that "X is too cold to eat." I was hoping this was just a regular dwarf fortress thing and there was some solution, but it might be mod related. I've tried both a post-human immortal and a post-human adaptive, and both haven't been able to eat due to too cold food.

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I have never seen that message in ten years of playing adventure mode. As far as I was aware food is always edible.

What precisely are you trying to eat?

Some butchered crab meat.

8
what does the message say, preventing you from eating? I was under the impression food was edible regardless of temperature*


*I am no expert in adv mode

Nope, says "[x food] is too cold to eat." You can drink anything as long as it's not frozen, but not food apparently.

9
Booted in adventure mode, and seem to have started in a world where it's deathly cold even during the day, meaning there's no eating to be had. Heating up food with a campfire doesn't seem to work like heating up ice in a waterskin to turn it into water does. Going inside doesn't seem to do anything. I've not been able to find any information on whether camp fires actually heat up surroundings or not. Is this run doomed to end in starvation, and probably all future adventure mode attempts in this world, or is there a way to make food edible?

Thanks for any answers in advance.

10
Mod Releases / Re: Dwarf Fortress: The Long Night 2.82
« on: July 23, 2021, 11:36:02 pm »
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.

11
Mod Releases / Re: Dwarf Fortress: The Long Night 2.68
« on: October 30, 2020, 11:58:10 am »
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.

12
Mod Releases / Re: Dwarf Fortress: The Long Night 1.99
« on: February 22, 2020, 07:54:32 am »
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.

13
Mod Releases / Re: Dwarf Fortress: The Long Night 1.98.6
« on: February 12, 2020, 02:49:13 pm »
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.

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Mod Releases / Re: Dwarf Fortress: The Long Night 1.98.6
« on: February 12, 2020, 10:27:08 am »
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.

15
Mod Releases / Re: Dwarf Fortress: The Long Night 1.98.5
« on: February 09, 2020, 06:17:13 pm »
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.

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