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Messages - Wheatloaf

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Mod Releases / Re: [44.12] Dwarf Fortress: After The End 1.9
« on: May 13, 2019, 03:09:42 pm »
I've been meaning to post some positive feedback on a few mods I've played and found really interesting and as I'm going through my list I realized you've made most of them! I started with long shore but I guess I'll consolidate posts here.

After the End is great. The cronenburg metal body horror slash gigerpunk setting is novel to me and I think the removal of metals is fascinating! The lore document and in depth race profiles really helped me get into it. All guns will have mouths and bite at the will of the holder is one of the better patch note changes I've ever read. Again I really love the biome changes like in the Long Shore. They help with immersion considerably.

The posthuman dark age of Dying Earth is also a dope settting. The Exosuits and bioframes really shake things up.

Fallen Frontier is also fantastic. Steampunk wild west gundam apocalypse is objectively awesome.

I couldn't get Steam and Steel to generate a world. It kept giving me an error about placing crops for civs that I would try and tell it to ignore but it wouldn't and would keep rejecting worlds. The setting seems dynamite. I'm big into the jingoistic victorian vibe and the old literature references really fit.

Realm of the Gods: I didn't play this one either but I'm interested to see where it goes.

Overall I'm amazed by all your hard work here and worldbuilding. It's a bummer 44.12 is an awkward version with all the stress issues. I sincerely hope you update these mods when the new version comes around. I think more people will be exposed to them then. DF seems to be in a low tide right now with the wait for the update/stress problems. Anyway, serious pat on the back for all your modding efforts!


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Mod Releases / Re: [44.12] Dwarf Fortress: The Long Shore 1.61
« on: May 13, 2019, 02:38:44 pm »
Hello! I think your mod is really great. It's a cool and interesting setting that truly feels unique. The races are interesting. I particularly enjoy the new flora and fauna and biomes in particular. They make it seem like a completely new world! Thanks for your hard work!

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Hey just wanted to pop in and say I like this modpack a lot. It's great. I appreciate your hard work!

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Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
« on: April 19, 2010, 04:53:44 pm »
Ah that's a bummer about the crematorium. Guess I'll have to expand my dead-again-ghoul-pile a bit. Also a bummer that I'll miss the swimming pool. Oh well, next fort I guess! Anyway strangely enough not like 3 minutes ago one of my new immigrants, a gem setter went and hit up the rockball court and threw that rockball that had been sitting in the task menu since basically the start of the fort. Gonna mess around with his active labors and see if maybe one of them was the cause. Thanks for the quick response.

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Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
« on: April 19, 2010, 03:37:50 pm »
First off I gotta say great job Deon. I was planning on holding off on this version till all the bugs got sorted out but I made the mistake of taking a quick look at the modding forum and read the thread. Now I'm playing it, and it's pretty awesome. I especially like all the custom workshops, mostly the less useful flavor ones. I've got a couple questions though.

1. The Crematorium: Awesome for flavor and a fix for what I understand was/is a bug with corpses not going away. I put mine into use for the first time when a large rat ran into a stockpile and started guzzling booze. After some dwarves wrassled it to death I burned its corpse along with some vermin a cat killed. No worries worked fine. I set it to repeat burn all corpses and forgot about it. Now some ghouls came along and after they got wrassled to death (finally got weapons made so no more wrassling from now on) I found I couldn't burn them in the crematorium. When I go to add a task there's just nothing there. It's blank. No possible tasks at the crematorium. I deconstructed it and built a new one in the same spot but the same issue persists. Nothing I can do at the crematorium. Any idea what's going on here?

2. About the custom workshops. Some of them are more obvious how to use like the awesome anatomical theatre (no more skill decay, sweet) but I'm not sure how to use some of the others. Like the Rockball court. I add a play rockball task but nobody seems to want to get in on the rockball action. What labor do I need to enable for them to use it? I'm not sure what labor one would turn on to use the training dummies, library, obstacle course, swimming pool or regular theatre either.

3. Just started a fort late night yesterday and you've already got a new version up! Would this one require a new world or would I just need to overwrite the files in my current installation?

Thanks in advance and again, great work! I just gotta state the custom workshops are awesome. I mean a swimming pool now? It makes so much sense yet I never would have thought of it. No more stationing military guys in locked water traps and filling them to the right water level then waiting for them to get hungry/thirsty/sleepy then draining the chamber then letting them out then doing it all over again.

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Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: November 22, 2009, 04:48:05 am »
Quick question. While looking through the raws I notice chickens and geese have eggs as an extract. I know you can get an extract from a dead animal in the butcher's shop but that's hardly how it works in real life so I assume there's another way to do it. How do you extract eggs from live fowl?

As for
Quote
Any suggestions for the next ARC? Engravings? Plants? More creatures? More back-story?
Personally I love new plants and things to do with them and also more varied wildlife. Especially dangerous wildlife. I'd say those are my top interests though engravings and back story are of course fun too.

7
DF Gameplay Questions / Connecting landmasses with bridges.
« on: November 05, 2009, 03:11:27 pm »
I've heard this could be done many times and I'm finally going to try it out myself. There's only one real embark tile that separates an isolated landmass from the rest of my world. This embark tile is mostly ocean with a small beach that embark anywhere allowed me to embark on to start this bridge. I made the embark location 2x16, as small as I can have it vertically and horizontally reaching from one side of the location to the other. I've got a vague idea how to accomplish this continent bridge but I'm not positive if I'm doing it right.

My plan is to construct a series of floor tiles 5 tiles wide leading to the edge of the map and then repeat on the adjacent embark tile and connect it to land. Is this really all it takes? Also I'm planning on building the bridge one z level above the beach to avoid waves splashing all over it. Would this cause any problems? Would my overall plan work?

Thanks in advance.




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Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: November 05, 2009, 02:02:13 am »
Bit of a late response to the response to my question here, sorry. Thanks for the info though. I got tired of waiting for a response so I started dropping random rocks in the lava. Alunite didn't melt and Mica too. So I used them for mechanisms.

Also another question. What kind of temperatures/biomes contain new, savage wildlife? I embarked in untamed wilds mountain/some sort of dull forest and the worst thing I got besides orcs were wolves. I'd like to see some of the added or just really mean wildlife. Even in vanilla the worst thing I got were predatory cats, not even giant ones. If I'm gonna be playing a difficult mod I want to go full on cruel. I've tried to avoid evil terrain since I really don't like the lack of leather the undead beasties suffer from, but if that's where all the action is I'll do it. If anyone's met some sort of really vicious wildlife that is the bane of their dwarves existence please share.

One last addition; this mod is fantastic. My first fort I played with my usual vanilla style and it only made it to its third spring. I blame my insufficient military and relatively slow metalworking industry. My miners kept kicking the bucket so I avoided mining out ores till they were at a good skill level. My other problem was my lack of solid exterior fortifications to make the orcs more manageable. I embarked into a hillside with some rock but there was a plateau above me that was really too much trouble. I had plans to destroy all ramps instead of just the ones that lead into my walled off nook but they never materialized until it was too late. I held off 4 orc invasions before a local leader and the biggest orc force I'd ever seen showed up and showed me what was what. I'd struggled but managed to kill the various lords they sent at me before but this leader's force was too much. Oh well, losing's fun!

9
DF Gameplay Questions / Re: Desalinization Question.
« on: October 26, 2009, 05:20:43 am »
Huh, I never knew what those were about, the z99's and such. Well it's always good to learn. So my beach is at z99; I'll need to somehow raise the water to z100? I'll try that out. Thanks!

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DF Gameplay Questions / Re: Desalinization Question.
« on: October 26, 2009, 04:58:21 am »
Ye gads! Z99? How exactly did you pull that off? Also is there a way to check sea level?

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DF Gameplay Questions / Desalinization Question.
« on: October 26, 2009, 04:12:30 am »
Hey all. For a change of pace I decided to build near an ocean and use the Dig Deeper mod. I looked up the perils of ocean dwelling on the wiki and found the bit about desalinization. I watched the little video and was pretty sure I had it down. So I set up mine but when I pumped some water into the reservoir and checked it with "I" it said it was still salty. I understand that if its clean water it'll have a 1 in the water source category with zones. Mine was 0, meaning still salty. What exactly did I do wrong?

 

It goes in descending order. I'm getting my water from a channel next to the ocean. It's not clear right now because of the current wave so I marked where the channel is with a white X. I also marked where rough obsidian block floors were with white filled circles. Because those also aren't visible. I was planning on building a well above my clean water so my dwarves could use it without a negative thought. The future well spot is marked with a yellow O. The green lines show the path of the water as it travels through Z levels.

So what went wrong? My only guess is that the exposed channel where I was gonna put my well somehow polluted it. But according to the wiki, only contact with natural walls, natural floors, other salt water or an aquifer can re-salt water. I don't see how the water came into contact with any of those things! If someone could show me where I screwed up I'd really appreciate it.

12
Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: October 25, 2009, 06:06:56 pm »
I'm on my first game with the mod. It's a hot, I think savannah or desert or something with untamed wilds. I was kind of too excited on the embark screen so I just jumped to the first place the finder found that had a river, magma and high danger wilderness. I forgot to make sure I got all civs though. I always do that! Hoping for some fun (aka ridiculously vicious) wildlife. I haven't seen any so far, just some llamas, groundhogs, rabbits, and pheasants. Pretty awesome so far. Set up some aboveground fortifications to hold off the orcs. Probably still going to get slaughtered though. That's what I signed up for!

One question though. I skimmed through the thread a bit and there was some mention of new magma safe rocks. Is there a more in depth readme (read the one in the first post) somewhere that contains this info and other tweaks from vanilla? Or if someone knows could they tell me? I'd like to get my metal industry started to outfit my army asap.

Thanks in advance!

13
DF Dwarf Mode Discussion / Re: Songs that sum up dwarf fortress for you
« on: August 18, 2008, 06:19:40 pm »
Randy Newman's "Short People"

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DF Dwarf Mode Discussion / Re: The worst artifact ever
« on: May 07, 2008, 11:49:00 pm »
My fortresses' first one was this:

Hope it's not going to be trend. But yeah, it's worth 3600. Also they guy who made it went and chucked it in the finished goods bin right after. I didn't know they could do that. I thought they just carried it till they died.

[ May 08, 2008: Message edited by: Wheatloaf ]


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My favorite so far was a rock crystal toy axe one of my jewelers made in a secretive mood. Eshomerar "Silenceleader". I can't help but take that personally.

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