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31
Mod Releases / Re: Dwarf Fortress: The Long Night 4.14 BETA
« on: January 08, 2023, 05:22:58 pm »
Is there a download link for the 0.47.05 version anywhere?

I've uploaded it here. I've never used this site without adblock and i recommend you do the same, but otherwise it's fine
https://easyupload.io/cz64mp

Note that it's got a lot of bugs not present in the current version, which is better, and information on this page probably won't match up with stuff in there, but here you go.

32
Mod Releases / Re: Dwarf Fortress: The Long Night 4.0 BETA
« on: December 30, 2022, 01:37:51 pm »
Is ever possible to port the mod onto new DF steam version with graphics?

It is available on the workshop currently, but only for ASCII. To give it graphics would be as big an undertaking as the conversion of the actual game, and I can't sit around and wait for that to happen at this time when I could instead continue to add content.

33
DF General Discussion / Re: Future of the Fortress
« on: December 23, 2022, 02:29:45 pm »
1. I've noticed in the current version, you're no longer able to assign "pet" sapients to a squad. In prior versions you could, for example, mod the game to make dwarves embark with trolls, and then assign those trolls to a squad led by a dwarf and give them weapons and armor and all that. Is the current absence of this feature a bug or intentional? If the latter I understand given that sort of thing will probably get a more nuanced system in the future but a lot of mods used it, so if its gone for good it'd be good to know.

2. For awhile now cannibalism has been completely impossible even if the civ has ethics that allow for it. Are there any plans to change that in the near future?

34
DF Modding / Making trolls join squads? (50.0X)
« on: December 20, 2022, 01:09:28 am »
As it says in the title, I would like to make trolls join military squads. In 47, this was possible, though very finicky. However, I am having trouble making trolls join military squads in the current version. To test, I added trolls to the dwarven civilization with as few other changes as possible.

This mechanic is particularly important to me primarily because of what it represents. If sapient pets can be purchased and conscripted, then you are effectively able to buy a weapons platform. Instead of a troll, you could purchase something like an "AI-piloted heavy mech chassis" and from there equip it with appropriately scaled weapons and armor, just as you would assign them to normal soldier in a squad. This neatly sidesteps the difficulties of making a different caste for every unit type (via assigning them different biological attacks) and allows you to directly control these entities instead of assigning them as war animals. If the current version of dwarf fortress has lost this functionality, that would be unfortunate. To this end, I'm hoping someone can prove otherwise through one means or another, with the given example (trolls) seeming like the best way to confirm or deny it can be done.

35
DF Modding / Making metal clothing appear in worldgen?
« on: December 16, 2022, 03:17:59 pm »
So I've found if you remove the restrictions from adamantine to make it available on embark and appear in worldgen, metal clothing (cloaks etc) doesn't appear as artifacts and adamantine thread can't be embarked with even if other adamantine can. Is there any way to make metal thread and clothing appear in the world? I think it'd be cool but I can't figure out how to do it, and I'd like to avoid a fix like a reaction that turns metal bars into a renamed plant or something but I'll do that if there's no other option. Ideally, I want to make leather clothing using a particular metal. I am aware there are many ways to do this via reactions with silk or plants or leather or what have you, but I'm curious if it can be done in a more direct way, though if you can't do it with adamantine that's probably a bad sign.

36
DF Modding / Re: Steam Workshop modding question
« on: December 01, 2022, 09:39:16 pm »
I understood from the devlogs and FotF replies that vanilla content can be cut out in the load order.

Relevant reply from Fotf:

Quote from: ZM5
In regards to the new mod loading system, how will total conversions be handled?

voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8403532#msg8403532

Yeah, it hasn't changed since voliol mentioned it.  The player has to pop the vanilla stuff out of the load order - you can set your mod's conflicts to explicitly excluding vanilla stuff so the player won't be able to run it with vanilla stuff in there, which should help.  But there isn't any kind of meta system where it can also set load orders automatically at this time.

And a devlog mentioning it:

http://www.bay12games.com/dwarves/#2022-09-26
Quote
I reworked the object load system so we can now alter text definitions all the way up to the end - it used to process them as they were loaded. The primary benefit of this change is allowing mods to snip out and replace individual entries without having to drop entire files, or to append a few lines to an existing entry, etc.

Oh! That's a huge relief, thanks. Guess I missed this somewhere.

37
DF Modding / Steam Workshop modding question
« on: December 01, 2022, 02:09:05 pm »
Here's what we know: https://bay12games.com/dwarves/modding_guide.html

Am I right in understanding that this new system would prevent mods from removing vanilla content? It seems like you can add stuff but not necessarily remove vanilla files, which is bad for my own work. Can anyone confirm or deny? Would total conversions such as my own mods be incompatible with this system? I might just have missed some info, I apologize if so.

38
Mod Releases / Re: Dwarf Fortress: Fall From Grace 2.53
« on: November 05, 2022, 04:46:06 pm »
Is this mod alive..?

It is! I've just been busy with my other projects. However I am definitely determined to keep this alive. I spent awhile working on a ton of stuff for it and it burnt me out, so I've been working on other settings, but I will return to El-Enlil at a later time.

39
DF Modding / Cool Civ Site Configurations
« on: October 17, 2022, 06:23:20 pm »
Let me explain. So, while there's five civ types (dwarf fort, human city, goblin tower, kobold cave, elf forest) there's still ways to configure them differently to get results which let them be visually distinct from one another. I'll start with dwarf sites and the styles I've discovered.

Configuration 1: Default vanilla, they'll build all three dwarf site types (fort, hall, hillock).

Configuration 2: Single Fortress. If you set the starting biome to a specific non-mountain biome, and then set the biome support to a single biome, the civ will only make one fortress, and every other site will be hillocks.

Configuration 3: Road Network. If you set the start biome to ANY_LAND, and settleable biomes to ANY_LAND, what will happen is that the civ will spawn forts in such a way that each fort is spread apart from the next, usually connected by roads, and with around 4 or less hamlets adjacent to each fort.

Configuration 4: Single-Site. Setting the start biome to be EXCLUSIVE_START_BIOME: any land and having BIOME_SUPPORT be ANY_LAND will cause the civ to only spawn a single fortress and never expand.

Basically, I'm curious about other memorable and visually-distinct-on-the-world-map styles of civ-site spread you may have discovered, any are appreciated and this will probably be useful to various modders.

40
Mod Releases / Re: Dwarf Fortress: The Long Night 3.825
« on: October 13, 2022, 11:20:02 pm »
I've been trying to figure out the nanotechne Incubation Reactor, Refinery, and the Manufacturing Block. What do we use for power outside of charcoal. They don't work with magma?

Coke can be made from energetic compound bars at the manufacturing block. If you lack resources to make a particular workshop, trading is heavily recommended. When the outpost liaison arrives, you can specify particular products for the caravan to bring on their next visit if you can't access any.
I will try and explain how the refinery works with in-game tooltips in the next update.

41
Mod Releases / Re: Dwarf Fortress: The Long Night 3.825
« on: October 08, 2022, 11:15:58 am »
There are many ways to get fuel

I've found three (charcoal, protoplasm, energetic compound). Are there more?

Those would be the ones. There should be an opportunity to use at least one no matter where you settle.

42
Mod Releases / Re: Dwarf Fortress: The Long Night 3.825
« on: October 07, 2022, 06:56:56 pm »
I was diving in the raws trying to find a material marked as "biofuel" for the coke extraction from protoplasm in the manufacturing centre. There's only one, lipofliud, obtainable through butchery of macrocells. But if I don't embark in a void region, is that reaction forever unavailable, or do traders bring macrocells/lipofluid?

Additionally, are there plans to mark other things as REACTION_CLASS:IS_BIOFUEL, like vegetable oil, unprocessed fat, or tallow? (All three have high energy density.) I can do it myself, of course, but I'd like to hear the Author's opinion too.

Biofuel is only obtainable from macrocells, yes. There are many ways to get fuel, so you don't need to use it if you don't have it. You'd need to make a fort dedicated to harvesting it in the region they live to benefit from it, and that comes with upsides and downsides.

43
Mod Releases / Re: Dwarf Fortress: Broken World 1.0
« on: September 29, 2022, 08:55:02 pm »
reserfved

44
Mod Releases / Re: Dwarf Fortress: Broken World 1.0
« on: September 29, 2022, 08:54:34 pm »
reserved

45
Mod Releases / Re: Dwarf Fortress: Broken World 1.0
« on: September 29, 2022, 08:53:17 pm »
reserved

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