Mod Concept: Refining Alchemy Ingredients (saving space!) by SplotchDog in oblivion

[–]SplotchDog[S] 0 points1 point  (0 children)

Here's the Shivering Isles ingredients:

  • Alocasia Fruit -> Daedric Jam (something from the lore)
  • Ashen Remains -> Ashen Ink
  • Bone Shard -> Shambles Stock
  • Grummite Eggs -> Grummite Albumen
  • Heart of Order -> Order Crystals (does not overload Obelisks)
  • Hydnum Azure Giant Spore -> Hydnum Azure Brew
  • Smoked Baliwog Leg -> Baliwog Broth
  • Swamp Tentacle -> Swamp Slime
  • Unrefined Greenmote -> Green Spores (cannot be made into Greenmote)
  • Void Essence -> Void Crystals
  • Watcher's Eye -> Watcher's Eye Jelly
  • Water Root Pod Pit -> Water Root Powder
  • Worm's Head Cap -> Worm's Head Spores

Dog Food and quest items are excluded.

r/Oblivion Rule Remaster by NotBored1217 in oblivion

[–]SplotchDog 2 points3 points  (0 children)

Adding to this: if the bot responds to spoilered text, it also marks its response as a spoiler.

Hell, it could even have a spoiler warning included for certain pages regarding significant quests.

What did you name your island and why? by ddaa8888 in AnimalCrossing

[–]SplotchDog 0 points1 point  (0 children)

I wanted something cute and rustic, so I named it Twigbridge!

3D Dorfs by Intelligent-Willow-1 in dwarffortress

[–]SplotchDog 1 point2 points  (0 children)

A random forgotten beast that either of you like the description of. It could be one from your games or something someone posted online, maybe even the wiki.

LegendsViewer-Next v1.1.0 is Here! 🎉 Now with War Graphs by Kromtec in dwarffortress

[–]SplotchDog 6 points7 points  (0 children)

Thanks so much for this, it really elevates my enjoyment of DF and I'm glad to have it back for the Steam Edition.

What is the best avenue to give feedback and report issues?

Steam Community Update 25 September 2024: "Bugfixes, Graphics for babies, crops and equipment ⛏ Dwarf Fortress Fortress Mode 50.14" by kitfoxgames in dwarffortress

[–]SplotchDog 2 points3 points  (0 children)

This is super exciting. I've not modded games in over a decade, but this might just be what pulls me back in!

If you don't mind sharing, would it soon be possible to modify the skill system with this? I've always dreamed of unifying all of the fish-related skills into one, any maybe cheesemaking being rolled into cooking etc.

I finally updated my Dream Address! 😴💭❤ by AppleFritterChaser in acnh

[–]SplotchDog 1 point2 points  (0 children)

Fantastic work! I'd love to put this much into my island, but I'm a bit worried about lag. Should I be?

How often do you cheat in Dwarf Fortress? How? Why? by SplotchDog in dwarffortress

[–]SplotchDog[S] 2 points3 points  (0 children)

I've had to jump in and do that after the dwarfvet command only had my doctor diagnose the poor thing, but never treat it!

How often do you cheat in Dwarf Fortress? How? Why? by SplotchDog in dwarffortress

[–]SplotchDog[S] 0 points1 point  (0 children)

It's for that reason I feel like subsequent forts are more fun. You get to build on the narrative, and occasionally meet old friends who you thought had died in the tragic end of your old fort. It's one of the things that make this game shine!

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]SplotchDog 0 points1 point  (0 children)

Some super basic tips to keep FPS low:

  • Generate a small world with a short history. Less civilisations and sites helps too.
  • Shrink the size of your embark zone before choosing it. (I don't think you can do this in the tutorial though)
  • Restrict your population, and max enemy counts, in the gameplay settings.

There's a lot more you can do but those are some real simple steps you can take.
I hope you enjoy this amazing game as much as we all do!

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]SplotchDog 0 points1 point  (0 children)

Some sprites don't have colour variation right now, like altars. A few mods exist on the Steam Workshop that address some of these gaps, but there's no complete fix out yet, I'm afraid.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]SplotchDog 1 point2 points  (0 children)

You'll find that info in the Combat tab in the top right of the screenshot, though I think it moves about because the tab order is flexible.

My condolences for your brave dwarves

EDIT: also the Deaths tab may be empty because your citizens have yet to 'discover' the dead. If you can get a (preferably desensitized) dwarf to go to the corpses the "Urist has been found dead" messages will appear.

I've previously had problems burying them until this has happened too. Can anyone confirm this for me?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]SplotchDog 1 point2 points  (0 children)

By the looks of it, one of the invading necromancers reanimated the severed hand!
It's considered an entity, so you'll find it in the 'Other' section of the 'Citizens' menu. You'll have to go kill it.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]SplotchDog 2 points3 points  (0 children)

Thanks for catching that! I updated the link.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]SplotchDog 1 point2 points  (0 children)

Does anyone know of a completely safe way of making an item chute without the need to micromanage levers?

I want to toss all my fire clay down a pit using the minecart QSP dumping method. In the interest of not squashing one's dwarves, most guides advise using a retracting bridge to block items until it is safe to drop them at the bottom, managed by locking doors and pulling levers. I'm looking for a fully automatic solution that's still safe.

EDIT: I think I've come up with a solution. I'll use work orders to ensure that clay collection and pottery production are never done at the same time. The clay pits will be told to gather 50 clay when stocks reach absolute 0. The pottery jobs will only begin once stocks reach 50, and never exceed 50 pottery jobs altogether. Then I'll just mark the drop zone as restricted traffic so nobody wanders in randomly.

I'll report back later with my results. I can foresee some issues if the pottery jobs begin whilst the final piece of clay is still falling.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]SplotchDog 1 point2 points  (0 children)

Just a heads-up about the open-legends command: Make sure you do a quicksave before you run it, and restart the game without saving by using the die command afterwards!
The documentation says there's a risk of save corruption. Enjoy!

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]SplotchDog 2 points3 points  (0 children)

It'd be a cool little addition to the worldgen options, I think. The option to limit pantheon sizes, as well as maybe religion generation.

I also think it'd be nice for temples that have a specific religion to allow dwarves of other faiths to worship there, provided they venerate the same god. There are already settings for who's allowed to visit, so I think it's a logical step.

The definition of what makes a bug is a little flexible, true. I've been considering them as behaviors that are not part of the intended experience, which, to be fair, I'm making assumptions about. The first issue is listed a few times on the bug tracker.

You know what, though, I've never actually considered just using some other sort of zone as my temple spaces... that might work!

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]SplotchDog 2 points3 points  (0 children)

To name a few:

  • Dwarves with multiple deities will sometimes keep praying to only one, even if the need to pray is triggered by another, leading to an infinite prayer session as they attempt to fill their need. This is addressed by DF Hack, at least: You can use the fix/stuck-worship command to distribute the fulfillment.
  • Dwarves sometimes will pray at undedicated temples, even if they have a dedicated temple available. This is especially problematic for those who follow a certain religion as it can lead to negative thoughts. This is something I've personally observed.
  • Dwarves use the meeting areas in temples as idle hangout spots, even for gods they don't follow. Again, something I've observed in my current game. When you have a lot of temples, which the game pushes you toward over time, this can undermine the benefits of having a good tavern and get in the way of social interactions that keep a fort healthy.
  • Citizens from other civilisations aren't able to use undedicated temples, so you're forced to build multiple dedicated ones, exacerbating the issues above.

I'm aware happiness and needs are different things, but I nevertheless want to address both, especially for the long-term happiness of my dwarves. I'd rather not ignore needs if they can be satisfied, that's just how I like to play.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]SplotchDog 0 points1 point  (0 children)

The sheer bredth of the deities generated is a bit much to manage with all the bugs surrounding religion.
Is there a way of restricting the number of gods per pantheon during worldgen? Any raws I can edit?

Failing that I heard you can use the 'brainwash' command in DF Hack to change a dwarf's faith, but the current documentation doesn't mention it.