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Author Topic: Dwarf Fortress: The Long Night (Legacy Thread)  (Read 126153 times)

squamous

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Re: Dwarf Fortress: The Long Night 2.83
« Reply #330 on: August 27, 2021, 04:34:52 pm »

Hey! Love the mod. I was wondering, what is the music at the title screen? It's so haunting yet enchanting I love it. I'd love to know if it's something I can find online or if it was made yourself! Thanks very much!

title: https://youtu.be/4l_PxLFbdHQ
background: https://youtu.be/In7Mh2-5-7k

I get my music from royalty free channels usually, that way any footage of them used by youtubers for example can't get copyright striked and I won't get in any legal trouble.
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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

Pearlslugs

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Re: Dwarf Fortress: The Long Night 2.83
« Reply #331 on: September 08, 2021, 12:39:35 am »

I am having problems getting my military to equip armor

I have all of the settings right, they dont have any conflicting labors and I have selected replace clothing.

I have tried every mixture of every setting but they just wont put on armor and we have a huge stockpile of it that theyre standing on

could any one help?

it seems like maybe they are just wearing too much clothing or something but I cant figure it out.
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squamous

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Re: Dwarf Fortress: The Long Night 2.83
« Reply #332 on: September 09, 2021, 06:09:00 pm »

I am having problems getting my military to equip armor

I have all of the settings right, they dont have any conflicting labors and I have selected replace clothing.

I have tried every mixture of every setting but they just wont put on armor and we have a huge stockpile of it that theyre standing on

could any one help?

it seems like maybe they are just wearing too much clothing or something but I cant figure it out.

You need to manually assign uniforms to them I think, since exo-armor replaces all chest clothing. Check to see how NPCs wear armor. Only underwear and pants don't conflict if I recall correctly.
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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

Artwr

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Re: Dwarf Fortress: The Long Night 2.86
« Reply #333 on: September 18, 2021, 05:38:10 pm »

I made physical notes of which ores gave what many times, and lost it many times. I finnaly made a digital one, and I think this may be useful to someone:
The Long Night (2.86) Ores:
Spoiler (click to show/hide)
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Artwr

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Re: Dwarf Fortress: The Long Night 2.86
« Reply #334 on: September 18, 2021, 09:21:50 pm »

I just had a weird, cheaty, adventure. Playing as Asuras, with  the starter pack.
My trade depot kinda got a cloud, like fire, but was some sort of special attack. Nanite oozes and such spawned and disappeared. Had no reason for it, apparently. They appeared on the list as dead pets. Some wagons got killed.
After that, I kept receiving messages of "Nanotechne mouth was missing for a week", and "nanotechne ooze was found dead", pointing to a location deeper than the magma sea.
I used DF hack and
Spoiler (click to show/hide)
I'm telling this here because it may mean that particular creature may need some sort of fix, or just incompatibility of the new release with something in Peridexis Starter pack.
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squamous

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Re: Dwarf Fortress: The Long Night 2.86
« Reply #335 on: September 18, 2021, 10:01:09 pm »

I just had a weird, cheaty, adventure. Playing as Asuras, with  the starter pack.
My trade depot kinda got a cloud, like fire, but was some sort of special attack. Nanite oozes and such spawned and disappeared. Had no reason for it, apparently. They appeared on the list as dead pets. Some wagons got killed.
After that, I kept receiving messages of "Nanotechne mouth was missing for a week", and "nanotechne ooze was found dead", pointing to a location deeper than the magma sea.
I used DF hack and
Spoiler (click to show/hide)
I'm telling this here because it may mean that particular creature may need some sort of fix, or just incompatibility of the new release with something in Peridexis Starter pack.

I've figured out what causes this, I'll be applying a fix soon. It's fairly rare but will be dealt with.
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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

CrashyMcGee

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Re: Dwarf Fortress: The Long Night 2.87
« Reply #336 on: October 12, 2021, 06:18:15 pm »

Absolute anime protagonist energy this Rakshaka got on.


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squamous

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Re: Dwarf Fortress: The Long Night 2.87
« Reply #337 on: October 13, 2021, 12:39:44 am »

Absolute anime protagonist energy this Rakshaka got on.




Judging by his title of "boss" he seems to have become the ruler of a criminal organization, so perhaps he is some kind of diabolical crime lord who can also fight his enemies personally. Though "The Good Evil" is one of the best criminal secret identities DF has generated.
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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

Justiceface

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Europan Forest Retreats
« Reply #338 on: October 22, 2021, 12:40:37 pm »

I started generating a world in the latest version of the mod (2.87) and noticed it was genning 'Europan Forest Retreats'. I didn't remember that happening in prior version so I popped into adventure mode in my previous install (not sure of the version number for TLN but it was built for DF 47.04) and the Europan I created and started in the initial Europan settlement according to their history in Legends mode wound up in a hamlet.

Originally I was copying raw/data and the associated files (colors,worldgen, and interfacecoppyy) from the new Windows release of TLN so I could run it over DF 47.05 and I thought I'd done something wrong but when I ran the .exe instead it was doing the same thing: apparently generating forest retreats for Europans.

Apologies if this is intended and I've just never noticed it before. >.> I wanted to play TLN in 47.05 so my people wouldn't get so bent out of shape and form long-term memories about being in the rain etc. :)
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If you have okay wrestling, you can stab someone in the lower body, making their guts pop out. If you then wrestle and pinch the guts, you can sever them. By then, the guy's probably unconscious. If he's not, strangle him until he is and cave in his skull with the guts.

No, really.

squamous

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Re: Europan Forest Retreats
« Reply #339 on: October 22, 2021, 03:11:00 pm »

I started generating a world in the latest version of the mod (2.87) and noticed it was genning 'Europan Forest Retreats'. I didn't remember that happening in prior version so I popped into adventure mode in my previous install (not sure of the version number for TLN but it was built for DF 47.04) and the Europan I created and started in the initial Europan settlement according to their history in Legends mode wound up in a hamlet.

Originally I was copying raw/data and the associated files (colors,worldgen, and interfacecoppyy) from the new Windows release of TLN so I could run it over DF 47.05 and I thought I'd done something wrong but when I ran the .exe instead it was doing the same thing: apparently generating forest retreats for Europans.

Apologies if this is intended and I've just never noticed it before. >.> I wanted to play TLN in 47.05 so my people wouldn't get so bent out of shape and form long-term memories about being in the rain etc. :)

This is intended, the Europans have bioluminescent houses grown from genetically engineered flora which is similar to the aquatic cities they had on the actual moon.
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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

Justiceface

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Re: Europan Forest Retreats
« Reply #340 on: October 22, 2021, 03:23:57 pm »

I started generating a world in the latest version of the mod (2.87) and noticed it was genning 'Europan Forest Retreats'. I didn't remember that happening in prior version so I popped into adventure mode in my previous install (not sure of the version number for TLN but it was built for DF 47.04) and the Europan I created and started in the initial Europan settlement according to their history in Legends mode wound up in a hamlet.

Originally I was copying raw/data and the associated files (colors,worldgen, and interfacecoppyy) from the new Windows release of TLN so I could run it over DF 47.05 and I thought I'd done something wrong but when I ran the .exe instead it was doing the same thing: apparently generating forest retreats for Europans.

Apologies if this is intended and I've just never noticed it before. >.> I wanted to play TLN in 47.05 so my people wouldn't get so bent out of shape and form long-term memories about being in the rain etc. :)

This is intended, the Europans have bioluminescent houses grown from genetically engineered flora which is similar to the aquatic cities they had on the actual moon.

Thank you for the reply. I learned something today. :) Thank you also for making this mod. I enjoy it quite a bit.
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If you have okay wrestling, you can stab someone in the lower body, making their guts pop out. If you then wrestle and pinch the guts, you can sever them. By then, the guy's probably unconscious. If he's not, strangle him until he is and cave in his skull with the guts.

No, really.

squamous

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Re: Europan Forest Retreats
« Reply #341 on: October 22, 2021, 09:41:47 pm »

I started generating a world in the latest version of the mod (2.87) and noticed it was genning 'Europan Forest Retreats'. I didn't remember that happening in prior version so I popped into adventure mode in my previous install (not sure of the version number for TLN but it was built for DF 47.04) and the Europan I created and started in the initial Europan settlement according to their history in Legends mode wound up in a hamlet.

Originally I was copying raw/data and the associated files (colors,worldgen, and interfacecoppyy) from the new Windows release of TLN so I could run it over DF 47.05 and I thought I'd done something wrong but when I ran the .exe instead it was doing the same thing: apparently generating forest retreats for Europans.

Apologies if this is intended and I've just never noticed it before. >.> I wanted to play TLN in 47.05 so my people wouldn't get so bent out of shape and form long-term memories about being in the rain etc. :)

This is intended, the Europans have bioluminescent houses grown from genetically engineered flora which is similar to the aquatic cities they had on the actual moon.

Thank you for the reply. I learned something today. :) Thank you also for making this mod. I enjoy it quite a bit.

Glad you like it!
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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

callisto8413

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Re: Dwarf Fortress: The Long Night 2.87
« Reply #342 on: October 30, 2021, 01:16:37 pm »

I thought I had a problem and it turned out I was just stupid.  Can somebody remove this posting?
« Last Edit: October 30, 2021, 02:27:38 pm by callisto8413 »
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The most EVIL creature in Dwarf Fortress!

delphonso

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Re: Dwarf Fortress: The Long Night 2.87
« Reply #343 on: October 30, 2021, 11:42:50 pm »

You're fine, bud. There's no 'delete post' on this forum, your edit suffices.

Wizzaryredy

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Re: Dwarf Fortress: The Long Night 2.87
« Reply #344 on: November 07, 2021, 07:52:56 am »

Edit: I had some questions that were prompty answered in discord by squamous.
Q Which races can have strange moods to create artifacts? A. No current races have strange mood right now but this may change with updates

2. I saw a new reaction at smelter "Convert wild nanotechne into C grade Nanotechne". I dont remember this being there before and it seems to use a wooden log+ charcoal to make 4 C-grade bars. Is this an intended feature or did I accidentally screw up somewhere?
A. This feature is supposedly intended for very specific tree logs only but right now is buggy and works for all woods.
Love ya work Squamous
« Last Edit: November 07, 2021, 12:14:57 pm by Wizzaryredy »
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