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@Curious: I always felt like they looked best living in above ground towns and cities like humans. But the gems they want are underground, so I guess they'd be sending out expedition forces like the Player Fort to acquire them.
I like to try to build my Observatories on the surface, but it's not required. Just makes sense, since they're reading stars and stuff lol.
I'm sorry everybodyyyyyyy!!!!
(I had posted this in one of the Discussions threads instead of here... I'm not sure why.)
I did not realize I had procrastinated so long >_>;; oops.
I can't think of what is causing it, but I'll try to look into it in the coming days. Otherwise the Kitfox Discord has a lot of knowledgeable and helpful people there who can help with bug hunting. I'll probably end up asking for help there myself.
I've been diving around the mod files but can't seem to find any parts of the graphics / layered / and tile page suggestions that lead to a solution.
All single handed weapons are showing appropriately (haven't checked fists).
Any thoughts?
- i've checked this applies to vanilla materials and vanilla weapons not just swordstaffs
- it applies to woodcutters using greataxes
- ive checked potentially conflicting mods (vanilla wep rebalance and cadfirs metals both seem to have no conflicts).
- ive checked names and strings and file sizes and locations
- ive pasted the right handed two hand sprites into the left handed sprite sheet to see if this loaded them, nada.
I figure the author isn't paying attention anymore. I would publish it if I thought it was worthy, but thus far all my own tweaks are just for personal taste. I haven't improved on anything substantial :')
If you are interested, I just recommend learning about modding DF. It's surprisingly easy, and you can customize any mod to your own liking once you learn the basics.
Additionally, for the jugs already stuck in boxes, mark them individually to be thrown away as trash. Then as units begin to carry them away, unmark the jug in question. They will then drop it, and if jugs are now forbidden from the Stockpile, they won't move them back in.
Personally, after a very long time of playing, I've taken to personally modifying this faction as a separate personal mod. If you know the basics of DF modding, they still have a lot to offer.
If you're only playing them vanilla as-is, you will probably run into a few instances that need tweaking, or some advanced organizing skills in game. They aren't missing that much. Though you won't be able to use Character Portraits without conflicts, because of their Shroud Mechanics rather than incompatibility.
The solution is to have a stockpile linked to your Observatory that doesn't take or give to anywhere else. You have to be sure it does not have any bins or barrels assigned, and every time you make a change to that stockpile it will reset the bins/barrels assignment, so check it every time.
ALSO
You will need to turn off Earthenware/Stone/Porceline Tools in any other Finished Goods stockpiles you have, or else they will try to take the jugs and put them in bins.
If you accidentally get some jugs stuck in bins, mark them for Trash and then wait for someone to come haul it. Once they start hauling the jug, unmark it, and they will just leave it on the floor.
That's how I work around it.
This mod isn't really geared for Adventure, but you can add a couple tags to the raws and they will be playable, including the ability to start with a Shroud. I'm not sure how well they work though. I haven't tested them much.
It helps a little that you can use the jugs unglazed, it seems.
I kinda feel like it makes them seem as "reskinned dwarves," but it's still very fun and their unique mechanics still make it feel different enough.
People comment as if the author has gone on hiatus, if so I hope they come back someday soon and continue work on this!
Mod looks very neat. The big rock fists fuel my desire to try!
The Stella Elves in my Fort register as pets due to their spirit animals and the Game Locks the Save as "Withered"
In the graphics folder the TILE_PAGE_STELLA.txt reads:
[TILE_PAGE:STELLA_CREATURES]
[FILE:images/stella_creatures.png]
[TILE_DIM:64:32]
Edit the third line to:
[TILE_DIM:32:32]
Fixes the problem.
If SEEU isn't around these days to update this small tweak, anyone who wants to make the change themselves can by navigating to their
WHATEVER\Steam\steamapps\common\Dwarf Fortress\data\installed_mods\sm_cv_stella (5)\graphics
The spirit wolves aren't displaying properly. On a tile they use both the living and corpse models of stella_creatures.txt.
https://imgur.com/a/3ASfdRC
I'm not very knowledgeable of the language used to reference .png files, but if I figure it out after the other stuff I'm mucking with, i'll post it above.