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Author Topic: Dwarf Fortress: The Long Night (Legacy Thread)  (Read 126150 times)

Sahne

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #270 on: December 28, 2020, 08:53:40 am »

How i do get the selector?
I'am Not able to use anything. Only option to give a workorder is over the "R" roommenu
« Last Edit: December 28, 2020, 12:19:02 pm by Sahne »
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squamous

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #271 on: December 29, 2020, 04:01:25 pm »

How i do get the selector?
I'am Not able to use anything. Only option to give a workorder is over the "R" roommenu

Do you have a manager? I'm not quite sure what your problem is, sorry.
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Dolphin

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #272 on: January 04, 2021, 01:48:14 pm »

Hey so whenever I milk algae-farm worms and protein-farm worms, no matter what, I get synth milk (and therefore synth cheese afterwards). Are  you not supposed to milk them as you would normal farm animals? For context, I use no other modifications except for a tileset and embarked as humans.
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squamous

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #273 on: January 04, 2021, 02:25:16 pm »

Hey so whenever I milk algae-farm worms and protein-farm worms, no matter what, I get synth milk (and therefore synth cheese afterwards). Are  you not supposed to milk them as you would normal farm animals? For context, I use no other modifications except for a tileset and embarked as humans.

Huh, that's definitely not supposed to happen, I'll look into that.
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Redman9012

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #274 on: January 04, 2021, 04:09:01 pm »

So whenever I embark in a biome with moss trees, it seems that sometimes some of the logs are not "recognized" as logs, they just get left on the floor, I can't dump them, use them for crafts nor constructions, nor haul them to an appropiate stockpile.

Forbidding and un forbidding doesn't work either, I report this here because I haven't seen this bug in vanilla DF, but perhaps other people can prove otherwise.
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squamous

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #275 on: January 04, 2021, 09:45:09 pm »

So whenever I embark in a biome with moss trees, it seems that sometimes some of the logs are not "recognized" as logs, they just get left on the floor, I can't dump them, use them for crafts nor constructions, nor haul them to an appropiate stockpile.

Forbidding and un forbidding doesn't work either, I report this here because I haven't seen this bug in vanilla DF, but perhaps other people can prove otherwise.

I'll check this out as well. Is it just moss trees with this problem? Or some other kind of logs?
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Redman9012

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #276 on: January 04, 2021, 10:31:24 pm »

I'll check this out as well. Is it just moss trees with this problem? Or some other kind of logs?

It seems that it is only with moss trees, I've played an Asuran desert fortress before and this didn't happen when I chopped all of the ruined structures on the map, as for moss trees it happened when I chopped the 3rd, 4th or 5th tree, don't remember wich one or ones.

Though to be fair, I'm just exploring the mod, so I haven't really tested this with the other trees, I'll tell you the results when I get to settle on the different biomes.
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squamous

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #277 on: January 04, 2021, 11:54:54 pm »

I'll check this out as well. Is it just moss trees with this problem? Or some other kind of logs?

It seems that it is only with moss trees, I've played an Asuran desert fortress before and this didn't happen when I chopped all of the ruined structures on the map, as for moss trees it happened when I chopped the 3rd, 4th or 5th tree, don't remember wich one or ones.

Though to be fair, I'm just exploring the mod, so I haven't really tested this with the other trees, I'll tell you the results when I get to settle on the different biomes.

Alright, let me know if you find anything else
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Redman9012

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #278 on: January 05, 2021, 05:50:08 pm »

After some testing, I found that the bug also happens with crude nanotechne logs, but not with nuttm logs, giant mushrooms haven't been tested as of yet.

On another note, The fruittm trees don't spawn because banana trees, or any other tree with no wood, don't spawn in vanilla DF, would a possible solution be to make it so the fruittm logs have a melting and boiling point so low they basically evaporate?
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squamous

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #279 on: January 05, 2021, 07:07:05 pm »

After some testing, I found that the bug also happens with crude nanotechne logs, but not with nuttm logs, giant mushrooms haven't been tested as of yet.

On another note, The fruittm trees don't spawn because banana trees, or any other tree with no wood, don't spawn in vanilla DF, would a possible solution be to make it so the fruittm logs have a melting and boiling point so low they basically evaporate?

Oh huh, I definitely must have messed something up. That'll be fixed in the next update.
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Dolphin

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #280 on: January 05, 2021, 11:37:05 pm »

Hey so whenever I milk algae-farm worms and protein-farm worms, no matter what, I get synth milk (and therefore synth cheese afterwards). Are  you not supposed to milk them as you would normal farm animals? For context, I use no other modifications except for a tileset and embarked as humans.

Huh, that's definitely not supposed to happen, I'll look into that.

Great, glad to help.
I'm far from a professional modder so take this with a grain of salt but I remember a while ago, I tried to mod an animal that laid eggs and had milk, but with different castes but the egg-layers would just "lay" milk (and then the game would crash) so that leads me to believe animals can only have one kind of milk since i'm assuming the way the game is  coded is such that an animal releases a product every X days but each animal can only produce 1 product, unless said product is wool.
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squamous

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #281 on: January 05, 2021, 11:46:00 pm »

Hey so whenever I milk algae-farm worms and protein-farm worms, no matter what, I get synth milk (and therefore synth cheese afterwards). Are  you not supposed to milk them as you would normal farm animals? For context, I use no other modifications except for a tileset and embarked as humans.

Huh, that's definitely not supposed to happen, I'll look into that.

Great, glad to help.
I'm far from a professional modder so take this with a grain of salt but I remember a while ago, I tried to mod an animal that laid eggs and had milk, but with different castes but the egg-layers would just "lay" milk (and then the game would crash) so that leads me to believe animals can only have one kind of milk since i'm assuming the way the game is  coded is such that an animal releases a product every X days but each animal can only produce 1 product, unless said product is wool.

That's what I'm thinking as well. I'll probably separate the factory worms into different species.
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https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Dolphin

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #282 on: January 08, 2021, 10:54:40 pm »

What is the difference between the night large pop and night large settings?
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Redman9012

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #283 on: January 09, 2021, 09:42:36 am »

What is the difference between the night large pop and night large settings?

IIRC, the pop have a larger population settings in wolrd gen, due to that I think they require more time and/or a beefier PC to finish generating.
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SheerSharkAttack

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Re: Dwarf Fortress: The Long Night 2.71
« Reply #284 on: January 09, 2021, 11:21:02 am »

What exactly do exoframes look like? specifically in size?
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