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dogstile posted:Having dedicated haulers so your workers can concentrate is a godsend. Just don't get low on haulers and your woodcutters can deforest and entire area before getting tired. If they had to drag the wood back each time they wouldn't even get halfway. I always just have one woodcutter with no other labors enabled, and he always wins his one man war against nature And I always end up using way more wood than the forest can provide, and hallow out every soil layer to satisfy my wood hunger
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# ? Jun 28, 2014 03:08 |
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# ? May 13, 2024 07:13 |
Hey, did you assholes notice this yet? The big rendering plugin has been on github for a while now. The current version number is at v2.19, but the multi-z visibility and selective column widths aren't done yet.
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# ? Jun 28, 2014 09:55 |
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Subjunctive posted:Right, my wood-cutters don't haul anything. Putting the furnace "downstream" of the primary seems like it would mean that I'd have to wait for someone to move something to primary and *then* someone to decide to haul something to the furnace one. I guess that only matters if they both get really low, in which case I have more to deal with. The method you describe is exactly how I do stockpiles in my fortresses. There are big, unorganized stockpiles for stone, wood, and so on (because I am too lazy to make minecarts for quantum stockpiles), and there are small stockpiles surrounding each workshop which will only receive the stuff useful for them. I set up links between Stone Stockpile and the Mason Shop Stockpile, for example, and have excess haulers.
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# ? Jun 28, 2014 10:57 |
The first multi-Z-level renderer is out! It's unconfigurable, basic, displays only one extra z-level below the current one and crashes at startup with DFHack r5, but it's a start!
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# ? Jun 28, 2014 13:51 |
Hey check this out. Multi-layer Hell à la Bronzestabbed. Also, the five layers of front lawn all in one (confusing) shot: Dang look at that majestic-rear end mountain. e: Okay and by the sounds of it he's cracked the secret of separate map/menu rendering. the end is nigh scamtank fucked around with this message at 18:02 on Jun 28, 2014 |
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# ? Jun 28, 2014 17:45 |
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It's happening
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# ? Jun 28, 2014 18:19 |
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Dwarf Fortress with 3D graphics. Holy living shitfucks.
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# ? Jun 28, 2014 18:41 |
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Haven't tried it myself but from looking at those screens it seems like there should be a bit more of a contrast between the current layer and the first one below. Or maybe it's just because I browse on my cheap monitor.
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# ? Jun 28, 2014 19:22 |
Yeah, it could certainly use tweaking. Customization has been promised, though.
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# ? Jun 28, 2014 19:50 |
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canepazzo posted a screenshot with a tileset a few pages back, it looked better (easier to tell the difference between levels):
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# ? Jun 28, 2014 20:09 |
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LostCosmonaut posted:Dwarf Fortress with 3D graphics. Now make it work with Oculus Rift.
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# ? Jun 28, 2014 20:15 |
Kennel posted:Now make it work with Oculus Rift. Or just make it work with typical 3d displays a la tridef
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# ? Jun 28, 2014 20:18 |
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Just make DF work.
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# ? Jun 28, 2014 21:17 |
Is there a reverse-burrow option? I just want to forbid my people from going outside during a seige, but i don't want to keep them from mining and other stuff inside the base.
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# ? Jun 28, 2014 21:52 |
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Kennel posted:Now make it work with Oculus Rift. Already does. Welcome to Nthusim HMD, splits everything into two nicely. Haven't found a program that doesn't work with it.
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# ? Jun 28, 2014 21:53 |
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GreyPowerVan posted:Is there a reverse-burrow option? I just want to forbid my people from going outside during a seige, but i don't want to keep them from mining and other stuff inside the base. Just make a burrow from the top of your fortress to the bottom of the map.
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# ? Jun 28, 2014 21:53 |
Tuxedo Catfish posted:Just make a burrow from the top of your fortress to the bottom of the map. Do burrows automatically expand when mining or does that just count the un-mined walls as already in the burrow? Thanks.
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# ? Jun 28, 2014 21:57 |
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GreyPowerVan posted:Do burrows automatically expand when mining or does that just count the un-mined walls as already in the burrow? You know, that's a good question. I never noticed because I usually have a caste of unimportant dwarves with all non-quality-enabling skills turned on, including mining, who don't get assigned to burrows.
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# ? Jun 28, 2014 21:59 |
There's a DFHack plugin to specifically expand burrows as their edge tiles get mined, so I'd wager no, not by default.
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# ? Jun 28, 2014 22:02 |
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By default no, but if you define the burrow past the edges of the cave walls, that burrow definition will stick (though it won't show, I believe), and dwarves will continue to mine all of the burrow that's been defined.
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# ? Jun 28, 2014 22:43 |
ninjewtsu posted:By default no, but if you define the burrow past the edges of the cave walls, that burrow definition will stick (though it won't show, I believe), and dwarves will continue to mine all of the burrow that's been defined. OK,I'll just define literally everything belowground as a burrow until I hit a cavern. Thanks for the help.
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# ? Jun 28, 2014 22:50 |
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Is there a way to save a stockpile config with dfhack for use in a later game/session? That would make me feel better about all the work I just put into tuning things.
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# ? Jun 28, 2014 23:21 |
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I don't know of any way to do precisely that, but this command might help you anyway:DFHack manual posted:copystock
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# ? Jun 29, 2014 00:43 |
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Apoffys posted:I don't know of any way to do precisely that, but this command might help you anyway: Yeah, I use copystock a fair bit, especially for moving stockpiles around and extending them, but the high-quality-stuff-to-be-encrusted and refuse-for-craftsdwarf ones are annoying to set up the first time. So I'm working on a script to serialize them and restore them from external files. Serialization mostly working, you can check out https://gist.github.com/shaver/e9eb444b25076740bd67 and tell me how dumb my approach is. (Restore will largely be eval() on the save file, I hope.)
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# ? Jun 29, 2014 02:36 |
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New masterwork updateMeph posted:you can copy the new hack and data folders and get the multi-z viewing even in running forts. Hope you have fun with it holy poo poo the multi level rendering looks good but my fps is 12 now Moridin920 fucked around with this message at 03:00 on Jun 29, 2014 |
# ? Jun 29, 2014 02:58 |
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Why is Scamtank always insulting us? Also, devlog you miserable worms: quote:It was an army truck for the last while, and a food truck today. Just about everything that could go wrong with invasions in dwarf mode did, but I think it is sorted out now. Even the grizzly bears the elves ride come from actual populations now, so make every axe-chop and drowning count and you won't have to deal with that particular site's denizens for a good long while. I put in hopefully-good-enough init file caps for the burgeoning number of seeds, with some periodic handling, and I think I sorted out all of the mess that was happening with brewing jobs (which weren't working, or were producing non-specific seeds, or whatever else). I'm going to do some overdue optimizations tomorrow, and then we'll be titrating in some final bug fixes until the release suddenly appears.
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# ? Jun 29, 2014 04:19 |
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talkin to toady about
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# ? Jun 29, 2014 05:58 |
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GreyPowerVan posted:Is there a reverse-burrow option? I just want to forbid my people from going outside during a seige, but i don't want to keep them from mining and other stuff inside the base. I make a trap hallway, with locked doors. Set a burrow on a big open space like your dining hall or something like that and set your alert so all your civilians flee to it. Whenever you run into trouble hit the alert and then lock the doors on the trap hallway. Once you've got everyone inside and the doors locked kill the alert and go back to what you were doing. This works great for early game, but later on your gonna run into door busters so use locked doors in conjunction with raising drawbridges. You don't have to set the door on the trap hallway, you can set it wherever there's a single bottleneck in your fort, but I like to set it on the trap hallway because it gives me the chance to run them through the gauntlet before I lock them away from their siege dreams of conquest on my fort.
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# ? Jun 29, 2014 06:18 |
TildeATH posted:Why is Scamtank always insulting us? because as a man it's the only way the patriarchy allows me to love you all so
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# ? Jun 29, 2014 07:07 |
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Apoffys posted:Yeah, you choose what races are playable in the Masterwork GUI ("Masterwork Dwarf Fortress.exe") before generating a world, then you pick a race when embarking if I recall correctly. I have the .exe but I'm on linux, and using the linux download which included all these windows .exes.
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# ? Jun 29, 2014 09:46 |
Satone posted:I make a trap hallway, with locked doors. Set a burrow on a big open space like your dining hall or something like that and set your alert so all your civilians flee to it. Whenever you run into trouble hit the alert and then lock the doors on the trap hallway. Once you've got everyone inside and the doors locked kill the alert and go back to what you were doing. This works great for early game, but later on your gonna run into door busters so use locked doors in conjunction with raising drawbridges. You don't have to set the door on the trap hallway, you can set it wherever there's a single bottleneck in your fort, but I like to set it on the trap hallway because it gives me the chance to run them through the gauntlet before I lock them away from their siege dreams of conquest on my fort. Yeah, I got to where i do that now. The long trap hallway was a great source of caged frogmen and goblins, which i hooked up to a lever in a small pit and let my marksdwarves train on them. reading posted:I have the .exe but I'm on linux, and using the linux download which included all these windows .exes. http://dffd.wimbli.com/file.php?id=8639 Try this one. If you need help with Masterwork, make a post on their forum section on the official Dwarf Fortress forums. Meph reads basically every single post there. EDIT: Toady basically forcing people to memory hack to do things is stupid, as I've said before. This multi-zlevel renderer and all these tilesets could be so much easier if he would implement an API for graphics. We would have fully 3d DF by now. SSJ_naruto_2003 fucked around with this message at 14:48 on Jun 29, 2014 |
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# ? Jun 29, 2014 14:42 |
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OK, my save/restore stockpile settings thing seems to work now. In case that's useful to someone else as well: save-stockpile: https://gist.github.com/shaver/e9eb444b25076740bd67 load-stockpile: https://gist.github.com/shaver/69356ef7d8bfac4452bf
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# ? Jun 29, 2014 18:49 |
Subjunctive posted:OK, my save/restore stockpile settings thing seems to work now. In case that's useful to someone else as well: That's interesting... Do you know if quickfort can Query and set up stockpiles? My latest fort was completely aboveground and just got ended by a zombie seige at the same time as a goblin mage ambush --- he set them on fire and a fiery leatherwing bat corpse flew into my fort and set the grass on fire.
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# ? Jun 30, 2014 10:26 |
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GreyPowerVan posted:That's interesting... Do you know if quickfort can Query and set up stockpiles? It would take a fair bit of work for it to do so, so I'd be surprised. If it will let you name them, though, then you could load a dfhack script after to configure them. (Otherwise you have to rely on numbering, which would be a bit fiddly.)
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# ? Jun 30, 2014 12:43 |
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TOOT BOOT posted:Sounds like he's dedicated to early July for real this time even if there are still known issues. He's going to ditch the old fortress mode and just release a newer version of DF with only adventure mode. Unwilling to give up any of the adventure mode changes to keep fortress mode working.
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# ? Jun 30, 2014 15:51 |
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Subjunctive posted:Yeah, I need to just do big-boy traps now that I have iron. All the good traps involve lava. Lava + dwarves that fall asleep at the On a related note, has anyone had luck creating a "Danger Room" to train militia dwarves and of course, train a bunch of doctors? I tried making one with weapon traps the other night. I was too tired to realize there was no means of getting the dwarves to activate the traps and then attempt to flee from them. dogstile posted:Having dedicated haulers so your workers can concentrate is a godsend. Just don't get low on haulers and your woodcutters can deforest and entire area before getting tired. If they had to drag the wood back each time they wouldn't even get halfway. Does anyone have a recommended scheme for hauling? I always turn off stone and wood hauling for miners, and wood hauling for lumberjacks. That way I can always be getting important work done. I never have recover wounded for essential doctors (but yes for expendable nurses) after reading someone's suggestion that maybe sending important medical dwarves into danger would limit the viability of the entire population. Right now most of my hauling decisions are orchestrated around each dwarf's specialty and the seasonal trade caravans. I don't even need anything from the caravans, but they are a foolproof means to get rid of masterwork items as well as acquire absent resources (clay in my current fort).
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# ? Jun 30, 2014 16:06 |
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For anyone interested, the old AHK program I made for mouse control still works fine. http://www.bay12forums.com/smf/index.php?topic=102563.0 Guess I'll probably work on it again soon seeing as the new update is around the corner. Maybe just scrap it and rewrite for dfhack, who knows.
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# ? Jun 30, 2014 16:07 |
Suicide Sam E. posted:On a related note, has anyone had luck creating a "Danger Room" to train militia dwarves and of course, train a bunch of doctors? I tried making one with weapon traps the other night. I was too tired to realize there was no means of getting the dwarves to activate the traps and then attempt to flee from them. Lock in the prospective soldiers and then go to town on the activation lever. Training weapons are your best bet if you aren't looking to instantly kill most of your recruits. For medical training, consider a room where your men are constantly run over by wooden minecarts. Breaks arms and legs really good.
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# ? Jun 30, 2014 16:20 |
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Moridin920 posted:New masterwork update Saw this this weekend and got excited and downloaded. Then before my first game started it crashed on world gen and I reminded myself why I hate masterwork. So much for that.
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# ? Jun 30, 2014 16:23 |
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# ? May 13, 2024 07:13 |
So Putnam made this off-hand comment in the twbt thread:quote:Holy crap you're using items.other for organizational purposes? That makes things way cooler. You can give separate tiles to dead playable races specifically, display recently dropped items differently and show melt designated items differently. You can even differentiate between murdered corpses and non-murdered corpses, as well as anything edible by kobolds (BONECARN) or whatever. Mifki's build server also has a "NextGen" branch now, with a version number starting with 4. Only an OSX version so far, but...
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# ? Jun 30, 2014 16:26 |