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Author Topic: Dwarf Fortress: Endless Shores 1.72  (Read 21362 times)

Asin

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Re: [44.12] Dwarf Fortress: The Long Shore 1.61
« Reply #15 on: July 29, 2019, 03:33:33 pm »

I hope to see more of this mod soon, simply because I believe it to be one of your most unique ones, concept-wise.

squamous

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Re: [44.12] Dwarf Fortress: The Long Shore 1.61
« Reply #16 on: July 29, 2019, 11:26:50 pm »

I hope to see more of this mod soon, simply because I believe it to be one of your most unique ones, concept-wise.

I will add on to it as soon as I figure out what exactly to add. To be fair I'm holding off because of the upcoming update. I want to know what will and won't be broken before I commit.
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brolol.404

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Re: [44.12] Dwarf Fortress: The Long Shore 1.61
« Reply #17 on: August 02, 2019, 06:08:09 pm »

Very cool concept. Do you have any screenshots of the different biomes?

squamous

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Re: [44.12] Dwarf Fortress: The Long Shore 1.61
« Reply #18 on: August 03, 2019, 12:25:33 am »

Very cool concept. Do you have any screenshots of the different biomes?

I didn't think to make any lol
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
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GOTOTOTOE

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Re: [44.12] Dwarf Fortress: The Long Shore 1.7
« Reply #19 on: August 02, 2020, 03:48:30 pm »

are there any plans for this mod getting an update? so far i'm absolutely loving this concept and i want to see more of it honestly
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squamous

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Re: [44.12] Dwarf Fortress: The Long Shore 1.7
« Reply #20 on: August 02, 2020, 03:52:36 pm »

are there any plans for this mod getting an update? so far i'm absolutely loving this concept and i want to see more of it honestly

There are a few significant bugs I'd like to work out first but it is certainly on the table.
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

GOTOTOTOE

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Re: [44.12] Dwarf Fortress: The Long Shore 1.7
« Reply #21 on: August 02, 2020, 05:42:20 pm »

are there any plans for this mod getting an update? so far i'm absolutely loving this concept and i want to see more of it honestly

There are a few significant bugs I'd like to work out first but it is certainly on the table.
i was implying for 47 but honestly? incredibly hyped, thanks for the quick response bro, favourite mod so far
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squamous

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Re: [44.12] Dwarf Fortress: The Long Shore 1.7
« Reply #22 on: August 02, 2020, 06:42:32 pm »

are there any plans for this mod getting an update? so far i'm absolutely loving this concept and i want to see more of it honestly

There are a few significant bugs I'd like to work out first but it is certainly on the table.
i was implying for 47 but honestly? incredibly hyped, thanks for the quick response bro, favourite mod so far

Oh my mistake. Actually, I had already updated the mod to that version, but forgot to change it in the version number section. It should be playable now, tell me if it isn't.
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

GOTOTOTOE

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Re: [44.12] Dwarf Fortress: The Long Shore 1.7
« Reply #23 on: August 03, 2020, 09:23:16 am »


Oh my mistake. Actually, I had already updated the mod to that version, but forgot to change it in the version number section. It should be playable now, tell me if it isn't.
[/quote]
it seems to be working but craft guilds and petting animals still doesn't seem to be working, which led me to believe it wasn't updated at all. i hope the rest of the legends features were implimented though
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squamous

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Re: [44.12] Dwarf Fortress: The Long Shore 1.7
« Reply #24 on: August 03, 2020, 10:19:33 am »


Oh my mistake. Actually, I had already updated the mod to that version, but forgot to change it in the version number section. It should be playable now, tell me if it isn't.
it seems to be working but craft guilds and petting animals still doesn't seem to be working, which led me to believe it wasn't updated at all. i hope the rest of the legends features were implimented though
[/quote]

Ok, thanks for the info. I'll look into the other stuff but most of it should definitely be functional. Like I said, there are a few bugs that need to be ironed out.
« Last Edit: August 03, 2020, 10:24:05 am by squamous »
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https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

GOTOTOTOE

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Re: [44.12] Dwarf Fortress: The Long Shore 1.7
« Reply #25 on: August 03, 2020, 10:59:37 am »


Oh my mistake. Actually, I had already updated the mod to that version, but forgot to change it in the version number section. It should be playable now, tell me if it isn't.
it seems to be working but craft guilds and petting animals still doesn't seem to be working, which led me to believe it wasn't updated at all. i hope the rest of the legends features were implimented though

Ok, thanks for the info. I'll look into the other stuff but most of it should definitely be functional. Like I said, there are a few bugs that need to be ironed out.
 
alright, thank you! do you take suggestions by any chance?
[/quote]
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squamous

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Re: [44.12] Dwarf Fortress: The Long Shore 1.7
« Reply #26 on: August 03, 2020, 12:13:11 pm »


Oh my mistake. Actually, I had already updated the mod to that version, but forgot to change it in the version number section. It should be playable now, tell me if it isn't.
it seems to be working but craft guilds and petting animals still doesn't seem to be working, which led me to believe it wasn't updated at all. i hope the rest of the legends features were implimented though

Ok, thanks for the info. I'll look into the other stuff but most of it should definitely be functional. Like I said, there are a few bugs that need to be ironed out.
 
alright, thank you! do you take suggestions by any chance?
[/quote]

Depending on the suggestion. I do have a concrete vision for what I would like my settings to be but I am always interested in feedback.
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https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

GOTOTOTOE

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Re: [44.12] Dwarf Fortress: The Long Shore 1.7
« Reply #27 on: August 03, 2020, 05:04:45 pm »



Depending on the suggestion. I do have a concrete vision for what I would like my settings to be but I am always interested in feedback.
[/quote]
i think the saurians really dont't really fit. they just seem like random trex people plastered in and not really an actual culture that exists in the world. also is it possible to actually display the biomes that you've made in the fortress mode biome checker? rn i'm not really aware of which biome is which (aside from some obvious ones)
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squamous

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Re: [44.12] Dwarf Fortress: The Long Shore 1.7
« Reply #28 on: August 03, 2020, 05:18:10 pm »



Depending on the suggestion. I do have a concrete vision for what I would like my settings to be but I am always interested in feedback.
i think the saurians really dont't really fit. they just seem like random trex people plastered in and not really an actual culture that exists in the world. also is it possible to actually display the biomes that you've made in the fortress mode biome checker? rn i'm not really aware of which biome is which (aside from some obvious ones)
[/quote]

Unfortunately I can't do that. The saurians were also intended to be something like kobolds but much larger however I see what you mean.
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

GOTOTOTOE

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Re: [44.12] Dwarf Fortress: The Long Shore 1.7
« Reply #29 on: August 03, 2020, 05:40:34 pm »



Depending on the suggestion. I do have a concrete vision for what I would like my settings to be but I am always interested in feedback.
i think the saurians really dont't really fit. they just seem like random trex people plastered in and not really an actual culture that exists in the world. also is it possible to actually display the biomes that you've made in the fortress mode biome checker? rn i'm not really aware of which biome is which (aside from some obvious ones)

Unfortunately I can't do that. The saurians were also intended to be something like kobolds but much larger however I see what you mean.
[/quote]
alright, i get that. anyway, can you still tell me what biome is which and how exactly magic works (i've only been able to find salt magic and what seems to be normal necromancy in legends viewer, although this may just be because barracudans all died off ). how does one become a pyromancer/occultist or even warlock? idk they i just haven't been able to find them despite all being concepts that i find very inventive and love
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