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Messages - GreenJelly

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1
Mod Releases / Re: Dwarf Fortress: The Long Night 3.61
« on: April 11, 2022, 11:12:34 pm »
After setting up some traps in the caverns, I now have a bunch of un-men and un-women in cages. Is there any way to tame or safely release them? They don't seem to appear in the Animals tab in the status screen. Playing as Terrans if that's relevant.
Jelly

Only the Aberrant species want anything to do with human-derived fauna, though you can kill them for food if you like. Humans have domestic cattle and fowl as food animals, but you might need to buy them off of traders if you didn't start with any.
I was actually hoping that the Aberrant would have some special interaction with the un-humans like that! That's pretty neat. In that case, I'll probably get them turned into BBQ.
Jelly

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Mod Releases / Re: Dwarf Fortress: The Long Night 3.61
« on: April 09, 2022, 10:30:56 pm »
After setting up some traps in the caverns, I now have a bunch of un-men and un-women in cages. Is there any way to tame or safely release them? They don't seem to appear in the Animals tab in the status screen. Playing as Terrans if that's relevant.
Jelly

3
Mod Releases / Re: Dwarf Fortress: The Long Night 3.51
« on: April 07, 2022, 09:22:45 pm »
A possible bug I've encountered. Green glass doesn't show up as an option for cutting/engraving in the Jeweler's Workshop. If ordered through the Manager the order is still scheduled and executed like normal.

Jelly

Odd, it might have to do with how the sand was renamed dust.
Update: I moved to the latest patch (3.6, the previous was on 3.51) and made a new fort to test the Jeweler's Workshop. It seem to work properly now, the glass show up in the list, so either the bug was fixed or there was something temporary acting up in my other fort.

Unrelated issue I'm having though is when trying to do an Abberant fort, Abberants don't seem to have access to any seeds, even the herbivores (intentional?), and there currently doesn't seem to spawn any natural plants that can be planted. I've tried in several forts, caves have all been empty save for giant glowing fungus trees and uncultivable "grass", and surface similarly only has trees and grass. Is this intended or due to caverns and new plants being WIP?

Otherwise, really enjoying this mod!

Jelly

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Mod Releases / Re: Dwarf Fortress: The Long Night 3.51
« on: March 30, 2022, 06:29:07 pm »
A possible bug I've encountered. Green glass doesn't show up as an option for cutting/engraving in the Jeweler's Workshop. If ordered through the Manager the order is still scheduled and executed like normal.

Jelly

5
DF Adventure Mode Discussion / Re: Draw your adventures
« on: April 30, 2012, 03:29:27 pm »
Spontaneous Terrestrial Implosions are the best bugs. :P

Oh, it may be worth noting that the trilobites have a few associated bugs of their own:

1) They seem to get winded fairly often. Not sure why. None of them ever die of suffocation, though. It may be a bigger problem if one of them loses a limb.
2) THEY WONT STOP BREEDING! I am afraid to pop open the caverns and get swarmed by giant trilobites and trilobite men :o

I would argue that 2) could be a feature, rather than a bug.

Jelly

6
I'm not sure if there are any purely tutorial-oriented videos for adventure mode, but there are quite a few Let's Plays of it on YouTube, and some Let's Players do talk about why and how they do the stuff they do. It's probably not perfect, but it's something at least.

Jelly

7
DF Adventure Mode Discussion / Re: INTERACTIONS!!!!!!!!!
« on: August 21, 2011, 07:45:37 am »
Cities, catacombs, werecapybaras, vampires, necromancy... I am so hyped for this! :D

Jelly

8
Dear Urist McWallbuilders

After getting tired of fidgeting with you when you decided to build from the wrong side, I decided to just watch and see if you could manage on your own.
Spoiler (click to show/hide)

Despite your incredulous idiocy, you are all in luck. Those expansion shafts for the drowning chambers are not connected yet, and the hatches you're standing on are just a short drop from the floor, so you should all escape unharmed... Once I decide that you've suffered enough in your self-inflicted isolation and give the order to pull the lever.

Jelly


9
DF Dwarf Mode Discussion / Re: Traps of the Four Elements
« on: December 03, 2010, 07:37:25 am »
I actually had the same idea a while ago! Though I'm still a newbie when it comes to designing stuff, so most of my element traps would just be Fun ways for my dwarves to die. I was thinking of having crossbow dwarves for wind though, since, you know, the bolts are carried through the air. And spiked ball weapon traps for earth. And for Heart, I was gonna find the cutest war-trainable animal and let them loose on gobbos, probably modding in war-rabbits and go Holy Grail on them.

Jelly

10
I had no idea you could do this, though I'm kind of a newbie with fortress mode, so that's not all that strange. Will be really useful, especially when, as posted, setting up steel production and other things that require several steps in the production.
Jelly

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DF Dwarf Mode Discussion / Re: I NEED THOSE DOGS FOR ****ING WAR!!!
« on: November 29, 2010, 12:23:53 pm »
thx for the help, also what is the max pop of a midget stronghold?

The max population is what you set up in the d_init file, in [POPULATION_CAP:#]. I think it's 200 by default.
Jelly

12
DF Adventure Mode Discussion / Focused or mixed weapon skills?
« on: November 19, 2010, 01:40:48 am »
Hello.

I've been playing around in Adventure Mode a lot and love the new combat system. I was wondering on what the forumers preferred way to train weapon skills is. Do you focus solely on your chosen weapon, ignoring opportunity attacks unless they are done with that weapon; Mostly focus on your weapon, but use opportunity attacks if they seem decent/fun (For instance, chomping a throat with your teeth or curbstomping a downed enemy); or do you mix freely, using both your weapon and all kinds of opportunity attacks, and perhaps even some non-opportunity ones?
Personally, I like some variation with my attacks, throwing in a kick here or a punch there to liven things up a bit between the slashes, stabs and pummels.
Which way do you prefer or think is the most valid?

Jelly

13
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 15, 2010, 05:24:23 pm »
I've been curb-stomping and beheading bandits left and right together with my crew. Most of my followers are lacking quite a few limbs though.
My next goal, a terrible Hydra that has been terrorizing the lands! Let's see if I can survive that step-up.

Jelly

14
DF Modding / Re: Need some help with simple RAW modding.
« on: November 14, 2010, 01:02:12 pm »
Oh, right, it's called "Outsider" now, isn't it? >_> That's the one I meant. Just so used to calling it Play Now.

Jelly

15
DF Modding / Re: Need some help with simple RAW modding.
« on: November 14, 2010, 12:55:22 pm »
Oooh, I see. I thought the Play Now! was just a randomized human with no real skills. Ah well, I don't use Play Now! much anyways, so that's all right. Thank you so much for the help, can't be easy to lead a newbie like me through stuff like this ^_^;

Jelly

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