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Author Topic: Dwarf Fortress: The Long Night (Legacy Thread)  (Read 127704 times)

squamous

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #135 on: July 19, 2020, 09:44:31 pm »

Just started the game, is that intended that your units can't have specialization if you chose to embark carefully?

I love the efforts made with the mood. The tileset, the music...
Loving the desolated atmosphere, it's pretty unique.

Are you planning to expand the mod or keep improving things?

(also coming from Kruggs)

EDIT: Found on the DFFD page "This mod also comes with a pre-built advanced worldgen world to serve as an example how how to make similar ones that align with the setting (the main rule is to remove all supernatural phenomena)."
Well, there's no pre-built world in the package.
And how can I remove those supernatural phenomenas? Which ones specifically? It's hard to get a picture from this very short sentence.

I do intend to keep the mod improving, yeah. I'm just working on multiple projects of which the Long Night is just one. Also, what you want to do is go to Advanced Worldgen and select the Epilogue maps. I have removed vanilla vampires, demons, werewolves, ect. So you just gen one of those worlds and play the game.
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Yakefa

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #136 on: July 20, 2020, 07:28:43 am »

Ok, got it now. Thanks!
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Yakefa

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #137 on: July 20, 2020, 10:22:23 am »

I'm just working on multiple projects of which the Long Night is just one.

Tried your latest mods, I stick to Long Night, this one stands out the most in term of settings, it's obvious when you start the game.
The others are more subtle, you probably need to play longer to really feel the difference.

By the way, where did you get those soundtracks?
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squamous

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #138 on: July 20, 2020, 08:00:19 pm »

I'm just working on multiple projects of which the Long Night is just one.

Tried your latest mods, I stick to Long Night, this one stands out the most in term of settings, it's obvious when you start the game.
The others are more subtle, you probably need to play longer to really feel the difference.

By the way, where did you get those soundtracks?

I just google "royalty free [genre] music" and pick what sounds best. The ones for this setting are from this guy: https://www.youtube.com/channel/UCcavSftXHgxLBWwLDm_bNvA
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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 2.6
« Reply #139 on: July 30, 2020, 08:26:33 am »

I dreamed with this mod other day. White-clad biotechnological samurais out of a false dune.
.
When did "craft grade c" changed to use a Stone called "corroded metal" instead any metal bars? I smelt a Ton of corroded metal like a idiot until realizing. It got way harder to get military grade nanotechnee now. No more roomba farming  :'(.
.
Fext are still mentioned in the nanotechnee descriptions. I kinda miss them. May confuse newcomers.
.
Got a ghost while playing as Nobles. First time ever in this mod. I believe It should not have happened.
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squamous

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #140 on: July 30, 2020, 11:04:22 am »

I dreamed with this mod other day. White-clad biotechnological samurais out of a false dune.
.
When did "craft grade c" changed to use a Stone called "corroded metal" instead any metal bars? I smelt a Ton of corroded metal like a idiot until realizing. It got way harder to get military grade nanotechnee now. No more roomba farming  :'(.
.
Fext are still mentioned in the nanotechnee descriptions. I kinda miss them. May confuse newcomers.
.
Got a ghost while playing as Nobles. First time ever in this mod. I believe It should not have happened.

Oh yes

1. I changed the Grade-C nanotechne to avoid complications as people were complaining about the difficulty of understanding how the previous system worked
2. The Asura-class posthumans are the Fext with a different name. Besides them getting a more fitting and thematically appropriate name and some new castes, nothing about them has changed
3. I can't stop ghosts from appearing, so think of them as swarms of nanomachines mimicking the deceased
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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

Yakefa

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #141 on: July 30, 2020, 01:14:13 pm »

Hey, tried to use Dwarf Therapist, looks like it's crashing when reading dwarves. I guess it's expected because of the custom content?

Can you provide informations related to industries?
Is it normal that all workshops are the same as Vanilla?
I read that characters don't need to eat, is that true for all races?
Why are similar items (same name) listed multiple times in the workshops?
What can I do with pipe ore? It's not listed anywhere in the forge.

A short tutorial explaining how to get started would help greatly beginners like me.
« Last Edit: July 30, 2020, 04:26:35 pm by Yakefa »
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squamous

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #142 on: July 30, 2020, 05:18:53 pm »

Hey, tried to use Dwarf Therapist, looks like it's crashing when reading dwarves. I guess it's expected because of the custom content?

Can you provide informations related to industries?
Is it normal that all workshops are the same as Vanilla?
I read that characters don't need to eat, is that true for all races?
Why are similar items (same name) listed multiple times in the workshops?
What can I do with pipe ore? It's not listed anywhere in the forge.

A short tutorial explaining how to get started would help greatly beginners like me.

1. I cannot guarantee DFhack or therapist will work for it, I don't use those applications
2. I can't change workshops so they do all function the same
3. It's only true for a few like robots. As a general rule if they're made of flesh they have to eat.
4. That's a bug with how DF names items, they all have different aesthetic modifiers. Basically I need to do it to allow for proper ratios of main weapons to sidearms, its complicated. Just pick whichever, they're all the same mechanically.
5. You should be able to convert it to metal, I will look into that.
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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 2.6
« Reply #143 on: July 30, 2020, 06:58:38 pm »



What can I do with pipe ore? It's not listed anywhere in the forge.



Count pipe as a stone for now. Like rusted metal, you can melt a lot of them to get machinery bars too, but is terribly unefficient. I think it is ten boulders of pipe and/or rusted metal for only one machinery bar. Useful if you want to get rid of a lot of those stones, but not that much reliable to equip an army from.


Why are similar items (same name) listed multiple times in the workshops?

A short tutorial explaining how to get started would help greatly beginners like me.
There are versions of equipments. If you look into the uniforms tab in the military screen, you can see the different versions, like "Standard Issue rifle" and "laser-sighted rifle". They all appear the same in the manager and workshops, so I usually choose the ones I want from the uniforms tab and count them. If the uniforms tab lists the "convex-bladed sword" as the third sword to appear, the third sword in the workshop or manager will be "convex-bladed sword".
 Until now my science attempts were inconclusive if they are so different between them.
.
I always forget, but suggesting a way to see exactly which equipment version we are making from the workshop or manager screens is one of the reasons I made an account in this forum.
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squamous

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #144 on: July 30, 2020, 11:26:22 pm »


I always forget, but suggesting a way to see exactly which equipment version we are making from the workshop or manager screens is one of the reasons I made an account in this forum.

Yeah, it's unfortunate but I can't change that part of the game, it's a hardcoded aspect.
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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

ArmyOfGiantEmus

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #145 on: September 03, 2020, 03:33:51 pm »

Hey, how come I can't harvest wild white mushrooms? No matter what time of the year, I never can. Farming them is no problem. I don't know if the other wild mushroom types are like this too.
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squamous

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #146 on: September 03, 2020, 05:16:14 pm »

Hey, how come I can't harvest wild white mushrooms? No matter what time of the year, I never can. Farming them is no problem. I don't know if the other wild mushroom types are like this too.

You should be able to, they're just plump helmets but renamed and recolored. I'll look into it.
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Virok

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #147 on: September 09, 2020, 09:41:07 am »

Hey, good work on the mod.

I ran into a few problems with some of the crops, where they will grow into a nameless, default "plants" entity, and then vanish once harvested. It seems to apply to brown/white/black mushrooms and waterflowers, not sure about moss bushes or glowing mushrooms.

I don't know if this is intentional; growing soy beans only produces 'soy bean plants', but no 'soybean pods', and neither of them produce seeds when brewed.

Also what are the conditions for the special weather effects? Do they start appearing after a while, or should they start appearing right from the start of your embark?
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squamous

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #148 on: September 09, 2020, 07:40:36 pm »

Hey, good work on the mod.

I ran into a few problems with some of the crops, where they will grow into a nameless, default "plants" entity, and then vanish once harvested. It seems to apply to brown/white/black mushrooms and waterflowers, not sure about moss bushes or glowing mushrooms.

I don't know if this is intentional; growing soy beans only produces 'soy bean plants', but no 'soybean pods', and neither of them produce seeds when brewed.

Also what are the conditions for the special weather effects? Do they start appearing after a while, or should they start appearing right from the start of your embark?

I've been looking into the plants, but I think I'll just need to replace them with something I know works, thanks for the tip. As for the weather effects, as it turns out they're kind of broken right now and I've been trying to fix them for a looong time. I think I might have gotten a handle on it now though. I'll have an update out soon.
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https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Virok

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #149 on: September 10, 2020, 09:49:34 am »

I've been looking into the plants, but I think I'll just need to replace them with something I know works, thanks for the tip. As for the weather effects, as it turns out they're kind of broken right now and I've been trying to fix them for a looong time. I think I might have gotten a handle on it now though. I'll have an update out soon.

Okay cool, just a heads up on some other bugs I found:

The adventurer reaction for 2-gauge rounds and 2-gauge slugs requires two 3-D printers, also producing 4-gauge slugs and 2-gauge rounds respectively. Simple number swap in the raws did the trick.

Not sure if intentional, but Castle sites use vanilla noble nomenclature, e.g hearthperson, lord, baronees. Still, funny to see.

Dragon mechs appear to burn away their own fat layer somehow. EDIT: Also has a vanilla skin layer.
I like how you adapted dragons to the setting, do you plan to do the same with the other semi/mega-beasts?

« Last Edit: September 10, 2020, 10:48:21 am by Virok »
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