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Author Topic: Primal:A prehistoric wildlife mod(630 animals)[50.xx]  (Read 49178 times)

GlitchRider

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Re: Primal:A prehistoric wildlife mod(525 animals)[44.12]
« Reply #31 on: May 23, 2019, 09:08:03 pm »

I'm having a weird issue. Ever since installing the raws and creating a new game, both goblins and elves settle near me and count as economically linked to me. This wasn't true on vanilla, so I'm guessing it might be linked to this but for the life of me I can't figure out how.  Or is it normal that other civilizations entirely randomly decide that a fort that's not even in its second year is what they hinge their economy on?

https://i.imgur.com/OPVXYTZ.png

Bonus:
https://i.imgur.com/NJMvDSC.png
I've never even met them yet.

I've never modded the game before, so this is the only mod I've tried.
« Last Edit: May 23, 2019, 09:13:01 pm by GlitchRider »
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Re: Primal:A prehistoric wildlife mod(525 animals)[44.12]
« Reply #32 on: May 23, 2019, 09:29:12 pm »

First off, I just want to say that I really like your fortress design.

Second, yeah that is really weird, especially since the goblins shouldn't even be using this mod's animals. Could I see your save?
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GlitchRider

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Re: Primal:A prehistoric wildlife mod(525 animals)[44.12]
« Reply #33 on: May 23, 2019, 09:40:45 pm »

https://www.dropbox.com/s/1b7zoeihbazb81a/df%20backup.zip?dl=0

Yep! Here it is, let me know if you have problems with it. I decided I was gonna try an art fort again, and I spent enough time designating mines that I don't want to abandon this fort.
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Re: Primal:A prehistoric wildlife mod(525 animals)[44.12]
« Reply #34 on: May 23, 2019, 10:41:02 pm »

I was looking up this bug. I think it might just be a normal issue with the most recent versions of Dwarf Fortress. I found a couple other users who weren't playing this mod but encountered the same or similar issues.

https://www.reddit.com/r/dwarffortress/comments/8tgcyd/demoncallus_thats_a_strange_name_for_my_first/
http://www.bay12forums.com/smf/index.php?topic=171128.msg7792426#msg7792426
https://www.reddit.com/r/dwarffortress/comments/9bmmvr/so_apparently_dark_goblin_pits_can_be/
http://www.bay12forums.com/smf/index.php?topic=171300.msg7805535#msg7805535
http://www.bay12forums.com/smf/index.php?topic=171205.0
https://www.reddit.com/r/dwarffortress/comments/bi5d8o/biweekly_df_questions_thread/emaauf0/

The point is, I think you're still at war with the goblins. They just founded a new site and it hasn't attacked you yet. The message is just due to code Toady intends to use in a future version of the game.

I guess my dinosaurs could be causing some sort of change by altering the outcome of worldgen battles, but I don't think they're breaking your game. You should be good to keep playing your save, if I'm understanding the various reports correctly.
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GlitchRider

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Re: Primal:A prehistoric wildlife mod(525 animals)[44.12]
« Reply #35 on: May 23, 2019, 10:49:42 pm »

Huh, til... I wonder what the plans for that in the future are. Thank you! That's really strange, but as long as I can still harvest goblinite, I'm good. I'm glad this save is fine, it's been very fun so far.

I love this mod, thank you for making it. You've inspired a fort of prehistoric friends all the way down.
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Re: Primal:A prehistoric wildlife mod(525 animals)[44.12]
« Reply #36 on: May 23, 2019, 11:10:58 pm »

You're welcome!

Let me know if you play for a while and nothing attacks you. I'd also be happy to help with any other problems you come across.
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Shonai_Dweller

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Re: Primal:A prehistoric wildlife mod(525 animals)[44.12]
« Reply #37 on: May 24, 2019, 12:35:21 am »

Huh, til... I wonder what the plans for that in the future are. Thank you! That's really strange, but as long as I can still harvest goblinite, I'm good. I'm glad this save is fine, it's been very fun so far.

I love this mod, thank you for making it. You've inspired a fort of prehistoric friends all the way down.
In this case "economically linked" means "potential target for banditry". The sites have always been linked like that, but the recent update made it visible (and confused people in the process!).

Gobbos will attack you all the same once you've caught their attention (but not send anyone to rough-up your peasants just yet, that's for the future). So get busy training your war dinosaurs.
« Last Edit: May 24, 2019, 12:37:42 am by Shonai_Dweller »
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Re: Primal:A prehistoric wildlife mod(540 animals)[44.12]
« Reply #38 on: August 19, 2019, 11:22:34 pm »

I released a minor update. 15 animals have been added to the mod.

Spoiler: List (click to show/hide)

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SQman

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Re: Primal:A prehistoric wildlife mod(540 animals)[44.12]
« Reply #39 on: August 20, 2019, 01:54:38 am »

Now even Primal-only worlds won't be safe from dreaded keas, and there I was thinking thy my biggest enemies were roving packs of Megalosauruses.

By the way, woolly rhino hair is shearable but lacks [YARN]. Not sure if that's an oversight or intentional, but I was trying to build my textile industry around them and it was quite a setback.
Unless you fixed it in this update. Don't know cause I'm on my phone and I can't check

Enemy post

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Re: Primal:A prehistoric wildlife mod(540 animals)[44.12]
« Reply #40 on: August 20, 2019, 09:33:35 am »

Thanks for pointing that out, I'll check the others and fix that. Could you fix it in your save by giving them the tag?
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SQman

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Re: Primal:A prehistoric wildlife mod(540 animals)[44.12]
« Reply #41 on: August 20, 2019, 10:00:04 am »

Yeah, the tag is the only thing that's missing. After I added it every dwarf got a pair of warm rhino fur socks.

scourge728

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Re: Primal:A prehistoric wildlife mod(540 animals)[44.12]
« Reply #42 on: August 20, 2019, 10:16:10 am »

stop being better than me >:( /threequartersjoke

SQman

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Re: Primal:A prehistoric wildlife mod(540 animals)[44.12]
« Reply #43 on: August 20, 2019, 12:00:33 pm »

Just realized - there are some creatures missing from the main version. I know Smok is in the modular version but is missing from main, I'm sure there's more. You might want to look into that.

Enemy post

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Re: Primal:A prehistoric wildlife mod(540 animals)[44.12]
« Reply #44 on: August 20, 2019, 12:04:57 pm »

That's odd. I wonder how that happened. I'll take a look at that.

*Looking through the files, it looks like the problem was actually spread farther than I expected. At least it should be easy to fix. I'll have it up soon. I bet I accidentally removed the new creatures after having to wipe my computer a while ago. I probably restored from an outdated backup. Still, that doesn't explain how the modular version wasn't also damaged.

**It's probably because it was. I'll need to do a census of all 540 animals. At least I've been able to find alternate versions of most of the animals, so only four are confirmed missing right now. Maybe I'll just redo them.

***Ok, I think I've identified all the missing animals. I'll look for backups, and if there aren't any I'll remake them.

***Recounted the animals, there might only be 517 in total. I'll adjust the title.

****Counted again from my mod notes instead of the guide, and got 719. This is weird. Presumably, this is punishment for my hubris in recreating dinosaurs.
« Last Edit: August 20, 2019, 04:07:43 pm by Enemy post »
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