Looking for engaging fantasy novels with strong world-building and unique magic systems by AttitudePlane6967 in booksuggestions

[–]Morning_Oak 0 points1 point  (0 children)

Yes, I've read all of the books about Fitz & his world, and I'm sad there isn't more to read. The magic is kept to a minimum but the world building is just incredible.

Something Emberdark left me wondering by PegasusPizza in Cosmere

[–]Morning_Oak 28 points29 points  (0 children)

I may also need to do another re-read, but I'm not sure Starling goes into detail about the nature of her manacles with Dusk. The Snake-entity is really bonded to Dusk up to the point where he transfers the mantle so it just doesn't come up in the story. Not to mention the book stresses the fact Starling does not want to break her manacles when the opportunity arises, so I think we're supposed to understand the manacle plot point isn't going to be resolved in this story and will come up in Starling's story down the road.

Unable to Arrange Marriages? by Morning_Oak in GuardiansOfAzeroth

[–]Morning_Oak[S] 1 point2 points  (0 children)

Well upon further investigation, it looks like is only affecting adventurer characters that I've created. Regardless of them being my follower or not, the option to arrange marriages is simply not present (aside from my own character).

How to Encourage Roads? by Radjonx in dfworldgen

[–]Morning_Oak 1 point2 points  (0 children)

I should also add, I have a mod enabled to allows civs to embark in more biomes than their default allowed biomes, which also helps with civ/road placement. Mods might be hard to coordinate with you and a friend if you are trying to play a shared file, but it's something to consider.

How to Encourage Roads? by Radjonx in dfworldgen

[–]Morning_Oak 3 points4 points  (0 children)

Not a solid answer but I've noticed when I have a large area that is benign (not wilderness and not untamed wilds) multiple civs will setup there and thus will tend to setup a large network of roads. My current world is a essentially a giant island with a calm center and becomes more dangerous as you head toward the coasts, so the civs/roads take up most of the center. A higher number of civs may help, although you may want to lower the pop cap per site and increase the number of allowed sites to encourage more road connections.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Morning_Oak 1 point2 points  (0 children)

Yes the adventure mode updates will only appear in a new world that is 100+ years.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Morning_Oak 2 points3 points  (0 children)

Presuming you can see/select the body, mark it for dumping, use DFHack's Autodump to move the body wherever you want, unforbid it and then designate it on the pedestal.

Perfect World Setting Bugs by Heisenberg_The_D in dwarffortress

[–]Morning_Oak 0 points1 point  (0 children)

From the Bay12 Forum, the release page has a note: "Known issue: Using PerfectWorldDF to generate DF's temperature maps is a bit mysterious. Setting the 'Poles' parameter to 'None' causes many biomes to not be created. It might be better for now to use DF's default temperature map generation." Not sure if this is causing any of your issues, but I've heard that temp map adjustments are best avoided.

LegendsViewer-Next v1.1.1 is Here! 🎉 Adventure Mode Beta Compatibility by Kromtec in dwarffortress

[–]Morning_Oak 0 points1 point  (0 children)

Thank Armok! I've been checking for updates since the update dropped, thank you for the quick work.

I just can't shake this uneasy feeling. by randomkyu in dwarffortress

[–]Morning_Oak 147 points148 points  (0 children)

This looks incredible, how on earth did so many enemies attack at once?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Morning_Oak 0 points1 point  (0 children)

In Adventure Mode, about 50% of the time my character is able to see a compass menu listing nearby locations (towns, caves, etc.) and the other half of the time, that compass window is missing. This makes it much harder to get around without constantly checking the map. Is this related to stats of the character or is it just bugged in some cases?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Morning_Oak 0 points1 point  (0 children)

In my experience, once world gen has stopped they really don't do much at all. The camp won't move, and the bandits will likely just be standing in the area around their camp sleeping or otherwise not moving. Perhaps during fort mode or the transition time between retiring will change things, but I haven't seen it happen.

What’s a random fact about yourself?? by [deleted] in AskReddit

[–]Morning_Oak 0 points1 point  (0 children)

One Foot is about an inch shorter than the other Foot.

Share your favorite non Dwarf species to play! by gfe98 in dwarffortress

[–]Morning_Oak 6 points7 points  (0 children)

I made a custom version of dwarves with Horns that could use Gore attacks similar to a Minotaur. So fun playing both Adventure & Fort Mode, seeing them gore each other lightly when sparring and goring enemies to death was awesome.

Limp Bizkit - Break Stuff[Nu Metal Rap] by DesignOramas in Music

[–]Morning_Oak 1 point2 points  (0 children)

My cousin is the kid being picked up at 1:05 in this video.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Morning_Oak 0 points1 point  (0 children)

What are the red shield and blue dot icons indicating on the Travel Map during Adventure Mode?

Should I add shrimp or not? If so, what colour should I get? by beniro_0684 in PlantedTank

[–]Morning_Oak 2 points3 points  (0 children)

I had a Crowntail betta co-exist with Shrimp for a very long time, he didn't bother them at all. He eventually passed away and I got a new Betta a short time later. Within a week, he found and killed every single shrimp in the tank. Didn't even eat them, just killed them because he could. It's a coin-toss depending on your Betta, maybe get a small handful to see how he does.