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Author Topic: [44.12] Dwarf Fortress: The Lunar Realms 1.86  (Read 13963 times)

squamous

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.0
« Reply #15 on: May 08, 2018, 08:52:56 pm »

I was playing Fortress Mode. I tried again on a totally fresh install and all but two of my starting people were listed under "animals."

In Adventure Mode my options are Ancestor Beetle, Ascended Greylan, Burning One, Crystal Crab, Fire Snake. Giant Pangolin, Human, Hunting Stork, Ice Devil, Kappa, Mountain Cow, Oni, Outsider, Shellrat and Intelligent Wilderness Creature. This is a totally fresh install on the correct version of DF.

That is definitely not supposed to be happening, and it isn't on my end either. If you took the raws out and placed them in something else, that might be the reason. This mod is downloaded as a complete package with the .exe file pre-installed and all that. If you're mixing and matching files you might have gotten duplicate raws, which causes crazy things like what you're describing to happen.
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Dazric

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.0
« Reply #16 on: May 08, 2018, 08:54:35 pm »

Ahhh my mistake. I didn't realize the mod was intended to be a complete release, so I applied it over Dwarf Fortress. It seems to be working correctly when used as a standalone. Thank you for the help!
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squamous

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.0
« Reply #17 on: May 08, 2018, 09:03:12 pm »

Ahhh my mistake. I didn't realize the mod was intended to be a complete release, so I applied it over Dwarf Fortress. It seems to be working correctly when used as a standalone. Thank you for the help!

No problem, good luck not dying.
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Teneb

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.1
« Reply #18 on: May 09, 2018, 01:07:08 pm »

Only saw this now (though it is merely a day old, so...), but gotta say: this is some good stuff, at least concept-wise. Giving it a spin will have to wait until when I can actually download it.
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squamous

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.1
« Reply #19 on: May 09, 2018, 01:32:01 pm »

Only saw this now (though it is merely a day old, so...), but gotta say: this is some good stuff, at least concept-wise. Giving it a spin will have to wait until when I can actually download it.

Thanks! And please let me know if anything is broken as well, when you get down to playing it. Playtesting by anyone is always super appreciated.
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AllergicToMyself

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.25
« Reply #20 on: May 13, 2018, 06:21:28 pm »

Truly bizarre, in a good way. I love how familiar and yet alien everything feels. I just chose a starting civ that sounded cool and realized I ended up as pointy-eared treehuggers (coralhuggers?) IN SPACE! Clearly I must see if the moon has a hell so that I might repent, and send these prissy elves there with an express ticket!

In all seriousness, really cool stuff. Also STAR CATS! This is one of the only concepts that's ever interested me enough to play without Therapist, at least. Most of the rest of the things, I can live without, just hard to keep track of who does what, but I'll live.  ;D
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squamous

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.25
« Reply #21 on: May 13, 2018, 09:56:56 pm »

Truly bizarre, in a good way. I love how familiar and yet alien everything feels. I just chose a starting civ that sounded cool and realized I ended up as pointy-eared treehuggers (coralhuggers?) IN SPACE! Clearly I must see if the moon has a hell so that I might repent, and send these prissy elves there with an express ticket!

In all seriousness, really cool stuff. Also STAR CATS! This is one of the only concepts that's ever interested me enough to play without Therapist, at least. Most of the rest of the things, I can live without, just hard to keep track of who does what, but I'll live.  ;D
Luckily for you, Ice Fae are nothing like terrestrial elves. They're cold and calculating empire-builders who maintain their frozen metropoli through force of arms and are perfectly fine with deforesting, since not only do they benefit from harvesting their chosen crystal type, but the destruction of the ones that they can't use benefits them as well since their rivals can't take them. Of course, this is something most nations believe in doing so its not all that special. But yeah I'm glad you're liking my mod.
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Padsparadscha

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.35
« Reply #22 on: May 19, 2018, 04:40:03 pm »

Hey!  Finally made an account on the forums to say that I freaking adore this mod.  I did notice and fix a bug with the cloth bed system, though.  With the raws as they are, instead of taking two bolts of cloth to make a bed, it takes a very small amount of cloth and makes 5,000 per reaction instead.  By changing
Quote
[REAGENT:A:2:CLOTH:NONE:NONE:NONE]
to
Quote
[REAGENT:A:20000:CLOTH:NONE:NONE:NONE]
in reaction_other, it now uses approximately two bolts of cloth to make a single bed.  Cheers!
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squamous

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.35
« Reply #23 on: May 19, 2018, 05:58:23 pm »

Hey!  Finally made an account on the forums to say that I freaking adore this mod.  I did notice and fix a bug with the cloth bed system, though.  With the raws as they are, instead of taking two bolts of cloth to make a bed, it takes a very small amount of cloth and makes 5,000 per reaction instead.  By changing
Quote
[REAGENT:A:2:CLOTH:NONE:NONE:NONE]
to
Quote
[REAGENT:A:20000:CLOTH:NONE:NONE:NONE]
in reaction_other, it now uses approximately two bolts of cloth to make a single bed.  Cheers!

Oh goodness that is not ideal, I'll throw out a quick update to fix that thanks for the feedback. Also good to know you like it!
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scourge728

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.36
« Reply #24 on: May 19, 2018, 08:07:29 pm »

Pretty cool
EDIT: Playing Kappa, I think it was, and noticed I had access to a "nothing" and some of the other creatures have VERY high point cost, as in higher than the embark points level cost
EDIT2: Turns out, embarking with silkworms is a bad idea, because instantly 3 of my kappas got webbed
EDIT3: I broke something, and now I can't go to the bottom of the map, because it stops two squares above, and I don't know what I did, I guess closing it with task manager broke something, or maybe the movement of the screen size, idk

squamous

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.36
« Reply #25 on: May 19, 2018, 10:40:19 pm »

Pretty cool
EDIT: Playing Kappa, I think it was, and noticed I had access to a "nothing" and some of the other creatures have VERY high point cost, as in higher than the embark points level cost
EDIT2: Turns out, embarking with silkworms is a bad idea, because instantly 3 of my kappas got webbed
EDIT3: I broke something, and now I can't go to the bottom of the map, because it stops two squares above, and I don't know what I did, I guess closing it with task manager broke something, or maybe the movement of the screen size, idk

That is definitely odd, I'll look into the nothing issue. That usually happens when I forget to designate a caste name for something. Do you remember its physical description any? As for the Silkworms, I highly recommend placing them in an enclosure faaaar away from anything important. And regarding your last issue, I don't think that's a bug on my end, so I dunno.

EDIT: I found the creature actually, the Shortleg Strider was missing a colon and it messed caste names up. Fixing this in the raws and replacing the creature file with the faulty one in your save ought to fix that without any issue until I release a fix, as its just a grammatical issue. And as for the creatures with high embark points, that's probably because they are very expensive and valuable, something to be bought from traders after you have become established. Let me know which creatures have these high values and I'll see if they are supposed to be like that or not.
« Last Edit: May 19, 2018, 10:49:32 pm by squamous »
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scourge728

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.36
« Reply #26 on: May 20, 2018, 08:42:04 am »

I feel like both creatures are supposed to be expensive, just wanted to make sure, just in case,

squamous

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.36
« Reply #27 on: May 20, 2018, 06:21:01 pm »

I feel like both creatures are supposed to be expensive, just wanted to make sure, just in case,

Ok, that's fine. And a new update just came out which out to have fixed the bug with the strider breed you mentioned. Let me know if something like that shows up again.
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Padsparadscha

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.4
« Reply #28 on: May 23, 2018, 10:46:21 pm »

Chiming in with a couple more things I've noticed.  I started up a fort with the Deva, and while they do indeed fly, they had a tendency to get stuck in trees; they sit on a tree branch and, like a cat, decide they can't get back down.  I was also unable to trade with the caravan -- they'd show up, the wagons would unload, but the merchants would always tell me that they were still unloading, and would be ready soon.  Removing the [FLIER] tag from their creature raw fixes both issues; apparently flying movement has a number of issues in current builds, especially in regards to modded civs, playable or otherwise.  A shame, but good to know!

Thanks again for your work on this mod -- it's super solid everywhere else, just has some growing pains, it seems!
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squamous

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Re: [44.10] Dwarf Fortress: The Lunar Realms 1.4
« Reply #29 on: May 24, 2018, 01:11:32 am »

Chiming in with a couple more things I've noticed.  I started up a fort with the Deva, and while they do indeed fly, they had a tendency to get stuck in trees; they sit on a tree branch and, like a cat, decide they can't get back down.  I was also unable to trade with the caravan -- they'd show up, the wagons would unload, but the merchants would always tell me that they were still unloading, and would be ready soon.  Removing the [FLIER] tag from their creature raw fixes both issues; apparently flying movement has a number of issues in current builds, especially in regards to modded civs, playable or otherwise.  A shame, but good to know!

Thanks again for your work on this mod -- it's super solid everywhere else, just has some growing pains, it seems!

No problem, and thanks again for the feedback. It's regrettable, but it seems I'll need to remove flying from Devas for the time being. Until then yeah, removing the FLIER tag on your own is the best choice.
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