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Messages - taliakirana

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1
What actually got removed, I'm curious?

2
So, any update to how the project is going? or is it dead again because of the new release?

3
Mod Releases / Re: My Little Fortress - 2016 (DF 0.43.04) yay!
« on: March 24, 2019, 09:35:56 pm »
What would have to be done to make this mod work with the current version of Dwarf Fortress? And I do mean this thread's mod, not the update of the old one Telgin posted.

4
Mod Releases / Re: My Little Fortress - 2016 (DF 0.42.05) yay!
« on: May 19, 2016, 12:35:46 pm »
I really need to get around to playing this again. Wonder if it'll still work with the newest version?

5
Mod Releases / Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« on: December 15, 2015, 06:47:47 am »
It doesn't bother me. I just put it off as that being those ponies favorite designs. Or really fancy names for in-universe colors.

6
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 08, 2015, 12:32:28 am »
Might want to wait 'till the next bugfix release. There's another world gen crash that's been fixed. Plus, there's a bug making it nearly impossible to equip armor in fort mode in the current release.

7
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 03, 2015, 09:01:57 pm »
This version certainly added a lot of things that will benefit a pony civ. Instruments and toys are actually usable, performances are now a thing, libraries, taverns...

8
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 02, 2015, 04:41:54 pm »
Yeah, considering the persistent issues with pathfinding... I'd be okay with the pegasi losing the flier tag and just being faster to compensate. I've lost more than one pegasus because I failed to see them stuck somewhere.

9
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 01, 2015, 03:56:40 pm »
I'm still interested. Though I imagine you're cringing considering two days after you posted, the game updated. I'd prefer the ponies to not be separated, because I like getting a mix of all tribes.

10
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: June 05, 2015, 05:37:11 pm »
Does the domesticate carrot reaction even do anything anymore? Or is it just a leftover from older mods?

11
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: May 29, 2015, 12:06:01 pm »
I want to play this again. Any tips for getting started? (I'm going to re-add a couple of minimods I used to use. The block-crafting workshop and display case so I can put the artifact crafts on display. Both found on these forums, but I've lost track of where.)

12
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: August 07, 2014, 06:52:08 pm »
This the plant mod you were talking about?

13
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: August 07, 2014, 02:06:16 pm »
I'm sorry if I came off as being demanding. I was just excited and trying to share suggestions I thought would help.

14
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: August 04, 2014, 04:18:56 pm »
The rock grinder would definitely be a good idea to borrow. A few posts back I also suggested adding a display case type building. Mostly so we can have a use for the trinket artifacts.

( I in fact added that to my own copy, plus that neat blockcraft workshop and reactions (because it includes a reaction to turn lignite and bituminous coal blocks back into a usable state) somebody posted. As well as that assistant medic position... so I have an easier way of tracking my medical ponies. Sorry I don't play without some tweaking, but I found these things really useful.)

15
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 29, 2014, 06:34:56 pm »
Look at this... might want to ask if you can borrow from this. It adds some reactions to make it possible to get fruit from the vines and stuff in fort mode. I know you won't want the alcohol stuff, but I think some of the other fixes would be useful.

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