|
Gus Hobbleton posted:This is incorrect, at least as of the 40.whatever updates. I had a Forgotten Beast bust into my fortress through floor hatches from below. It might be the case in 34.xx though. Masterwork has it. It also has a full human race now as of the last update, with apparently like 130 new buildings and tons of new mechanics to go with all of the new races. Which it also interacts with heavily. It's pretty badass. Archonex fucked around with this message at 22:39 on Aug 10, 2014 |
# ? Aug 10, 2014 22:36 |
|
|
# ? May 17, 2024 22:00 |
|
scamtank posted:New version! Point-oh-seven was a fairly major stop before some wild new features during the v34 arc. How about now? aaaaa I hope .06 saves are compatible I just got a successful strange mood weapon-smith in mine >:O
|
# ? Aug 10, 2014 22:47 |
|
Gus Hobbleton posted:Wait, is THAT what's going on in that picture? It's part of the TWBT plugin for dfhack. Masterwork and the lazy packs all have it, but it doesn't work in the v40.x versions (yet).
|
# ? Aug 10, 2014 22:51 |
Text Will Be Text is the current holy grail of DF development. Especially when he's been flashing things like this:mifki posted:One big plus of completely replacing game rendering is ability to render floor and objects independently, so you would see real tiles behind them. It would greatly improve graphics I think. Currently it makes square map tiles and non-square text play nice together, lets you ignore the window minimum width restriction (permitting really big tilesets or just usual big ones on 4:3 displays), can point to a whole lot of things that DFHack recognizes such as smoothed ice walls or armor or murdered corpses and give them specific tiles from an unlimited set of .png sheets and renders up to 15 Z-levels down in one go. Another thing he's got on the table is increasing the color palette, so creamy white objects actually are colored (255:253:208) on screen instead of the stark (255:255:255) white. He's a magic man.
|
|
# ? Aug 10, 2014 23:21 |
|
scamtank posted:Text Will Be Text is the current holy grail of DF development. Especially when he's been flashing things like this: I understand toady's reluctance to deal with other people's code and sharing the source, but drat, some of the things the community does are amazing. I can't see toady making the UI any less arcane any time soon, but imagine if he got the code separate enough that the community could strip it out and replace the drat thing. Of course, these are people really into DF. I imagine the challenge of hacking the program apart and seeing what bits twitch when they jam electrodes into it's innards is part of the fun.
|
# ? Aug 10, 2014 23:40 |
|
sometimes i have the tiniest amount of trouble telling which z-level is which when using multi z-level rendering so i'll press 'v' just to find that i'm floating above my units by a level and thus it won't select anything, but other than that i don't think i ever want to play tiles without it again.
|
# ? Aug 11, 2014 00:05 |
It was a busy week so I got behind by a couple hundred posts or whatever. Can I put this ridiculous bullshit on my mac yet? And with the latest rev of DF?
|
|
# ? Aug 11, 2014 00:24 |
|
Bad Munki posted:
Pretty sure TWBT works on the Mac for v34, but dfhack is not updated for the latest patches (and TWBT has not worked with any of them). edit: The MacNewbie Pack has TWBT with the v34 pack.
|
# ? Aug 11, 2014 00:53 |
Bah, that's no good. I want to have my plump helmet roast and eat it, too.
|
|
# ? Aug 11, 2014 00:55 |
|
Bad Munki posted:Bah, that's no good. I want to have my plump helmet roast and eat it, too. Then maybe you should get a real computer.
|
# ? Aug 11, 2014 01:13 |
I have one, but it's alllll the waaaaaay downstaaaaairs and interestingly, playing DF on a 60" display sucks.
|
|
# ? Aug 11, 2014 01:15 |
|
My Giant Cave Spiders still won't breed and it looks like there's no iron. I might try genning a new world with Mineral Scarcity even lower. EDIT: Dorfs can have TWINS!? tom bob-ombadil fucked around with this message at 02:00 on Aug 11, 2014 |
# ? Aug 11, 2014 01:46 |
What do I need to do to make my dwarves mature into adulthood by, say, 3 years old? Also, which way do I set the pop caps so I DON'T get any more migrants than absolutely necessary, but CAN have a fortress absolutely covered in babies?
|
|
# ? Aug 11, 2014 02:17 |
|
GreyPowerVan posted:No idea but I can't play DF without Multi-Zlevel rendering anymore. so pretty. Tell us your secrets! E: okay, so you did. Stupid false refresh. I need to install that as soon as I get back to my machine!
|
# ? Aug 11, 2014 02:22 |
|
Bad Munki posted:What do I need to do to make my dwarves mature into adulthood by, say, 3 years old? pre:creature_standard.txt [CREATURE:DWARF] ... Baby fortress is mostly luck-of-the-draw. I'm using [BABY_CHILD_CAP:100:1000] and I had ~40% children in my last fort. One migrant father showed up with eight kids and no spouse . If you're really committed to the idea, then: pre:creature_standard.txt [CREATURE:DWARF] ... [CASTE:FEMALE] The gender tag lets it know how breeding works. [FEMALE] dragon_pamcake posted:EDIT: Dorfs can have TWINS!?
|
# ? Aug 11, 2014 02:53 |
Thanks buddy.GulMadred posted:Only the first change is strictly necessary, but a working three-year-old will take ages to complete tasks because he's too small to handle things properly. Hence the second change. Yes, I DID just re-read the Shadow series of the Ender saga recently, why do you ask? Bad Munki fucked around with this message at 03:02 on Aug 11, 2014 |
|
# ? Aug 11, 2014 02:55 |
|
I got shown this 1 pixel wide font sample in the pixel art thread And I'm really curious how DF would look. Any advice on how to set up a custom font?
|
# ? Aug 11, 2014 02:58 |
|
Bad Munki posted:Thanks buddy. Disclaimer: this is speculation based on half-remembered tests in DF2012. If you start a new fortress with a bunch of gargantuan adults (rather than introducing new castes) then the equipment-eligibility stuff might just sort itself out neatly. But be aware that your experiment might end up with Of Mice and Men rather than Ender's Shadow.
|
# ? Aug 11, 2014 03:33 |
Tunicate posted:I got shown this 1 pixel wide font sample in the pixel art thread Tilesets are 16 tiles x 16 tiles, here's a full list of every character, it's place in the tileset, and what it's used for.
|
|
# ? Aug 11, 2014 03:54 |
|
GulMadred posted:Could be risky. I tinkered with multi-sapient-caste civilizations a few years ago, and one key principle was that adult body size of the dominant species determines equipment usability. Imagine that you somehow spawn a single super-child within an otherwise-normal fort (e.g. because you modified the Raw files of a Fortress Mode saved game, adding a Wunderkind Caste to the Dwarf creature definition). Your tailors will be cranking out shirts and trousers for 60000 cm3 folks. Urist McBean hits age seven, grows to 70000 cm3, and suddenly he has to wear the "large" stuff that you've bought from the Human caravan. At age ten, he grows to 100000 cm3 and he'll no longer be able to find anything suitable. Once his current clothes rot off his body (around age 11?), you'll have a freakishly large child overcome with humiliation at his constant nudity. He does not fit into dwarven society and he's only going to get bigger. Perhaps you can keep him boozed up and sit him under a waterfall 24/7. But your attention will falter; his pet will die or his best friend will get eaten by trolls or he'll decide to Attend a Party and suddenly get a big whack of social shame. At that point, it's a tossup whether he ends up Melancholy or Berserk. This sounds awesome and incredibly dwarfy. Someone's going to run this, and end up with some poor outcast freakish giant who lives a lonely and sad life, but saves the fort in a moment of terrible danger and is ever after heralded as a hero. Sperging yields some way to manufacture sufficiently large clothing and the dwarf is given suitably large quarters - and anyone who comes to the fort to gawk is going to have to go through several dozen angry dwarves first.
|
# ? Aug 11, 2014 04:00 |
|
I captured 2 cave dragons yesterday, the wiki says they don't breed, is it possible to mod he raws to allow this? If so how would I go about doing this I'm completely new at his. is it also possible to mod in a recipe to the jeweler's workshop to cut every gem instead of having to go through and selecting each type?
|
# ? Aug 11, 2014 04:15 |
Shuffle posted:I captured 2 cave dragons yesterday, the wiki says they don't breed, is it possible to mod he raws to allow this? If so how would I go about doing this I'm completely new at his. That page is out of date, the game now allows thing without the child token to breed.
|
|
# ? Aug 11, 2014 04:19 |
|
Do seed repositories work with DF2014 or are there DF2014 seeds that are known-good/interesting?
|
# ? Aug 11, 2014 04:38 |
|
Mister Adequate posted:This sounds awesome and incredibly dwarfy. Someone's going to run this, and end up with some poor outcast freakish giant who lives a lonely and sad life, but saves the fort in a moment of terrible danger and is ever after heralded as a hero. Sperging yields some way to manufacture sufficiently large clothing and the dwarf is given suitably large quarters - and anyone who comes to the fort to gawk is going to have to go through several dozen angry dwarves first. Naked kid isn't going to save poo poo. Something will stab him in the foot and he'll be done.
|
# ? Aug 11, 2014 05:01 |
|
Spoggerific posted:Is this the one where you just replaced bronze colossi instead of making a new race? Meaning that if you forget and start a fort on these raws, you might have a slade colossus invade you? I edited that out before zipping it!
|
# ? Aug 11, 2014 05:20 |
|
Harmonica posted:I had an ongoing problem with vampirism and couldn't figure out who it was. Bodies were piling up and the fort was at risk of a tantrum spiral. I only played a little bit of the new version before my computer died. So much sadness. Everyone's stories are keeping me entertained while I wait to be able to get a new one.
|
# ? Aug 11, 2014 07:15 |
|
I'm trying to create a world with dwarf vampires to migrate to my fort but I've gone through 15-20 worldgens now and there's not a single one. Human vamps are rare and I get an occasional goblin but no dwarf ones. And I want lots of them (so I can drink their blood in adventure mode too) Anyone know what governs rate of vampire creation in worldgen? Is it just random? I'm trying to create a 'smaller island' with lots of evil tiles and megabeasts, so I don't know if that's affecting it, but I can't imagine that it would. (I'm checking this by flicking through all the gods in Legends and seeing if they've cursed anyone, which is the only way for vampires to happen afaik) Boing fucked around with this message at 17:22 on Aug 11, 2014 |
# ? Aug 11, 2014 17:17 |
Oh, about that super weird wall construction bug? Already fixed.
|
|
# ? Aug 11, 2014 17:23 |
|
^^^ niceBoing posted:I'm trying to create a world with dwarf vampires to migrate to my fort but I've gone through 15-20 worldgens now and there's not a single one. Human vamps are rare and I get an occasional goblin but no dwarf ones. And I want lots of them (so I can drink their blood in adventure mode too) Afaik it's random, but you can up your chances by ensuring civilizations don't die out. So, for one thing lower the amount of megabeasts. They stomp around wiping sites out and you want a lot of sites. A lot of sites = a lot of people in the world and thus higher odds someone somewhere is going to profane a temple or offend a god. I think the high amount of evil tiles are hurting your odds, too. Longer world gens, also. I usually go to about 100 years or so and vampires are super rare, but if you let it go for a few hundred they start to pop up more and more.
|
# ? Aug 11, 2014 18:59 |
My dwarves seriously need to stop having sex. Even tweaking the settings a bit, it's like everyone has a baby no matter what! Serious question though - what do you guys do about the dwarf tendency to carry an entire barrel/bag/box/etc. to an object to collect it instead of taking the object to the barrel? i know that this is a bug apparently but is there any workaround for it because it's absolutely infuriating.
|
|
# ? Aug 11, 2014 19:00 |
You can't make dwarves not take the bins along, but you can make them not bother over long distances. Find these lines in d_init.txt: [STORE_DIST_ITEM_DECREASE:20] [STORE_DIST_SEED_COMBINE:1000] [STORE_DIST_BUCKET_COMBINE:1000] [STORE_DIST_BARREL_COMBINE:1000] [STORE_DIST_BIN_COMBINE:1000] ...and cut them down to single digits. As it stands with the default crank-to-11 settings, dwarves will always drag the barrel/bin along, no matter how far the thing is.
|
|
# ? Aug 11, 2014 19:04 |
|
LegionAreI posted:My dwarves seriously need to stop having sex. Even tweaking the settings a bit, it's like everyone has a baby no matter what! I use quantum stockpiles and thus never need bins or barrels. Only bags for the seeds and barrels for drinks (drinks being the only non q-pile in my fort since dwarves love to stand on the stockpile to drink and get 50 barrels dumped on their head). Although I will say that with the new update dwarves seem super reluctant to put things in minecarts. It still happens, but before a dwarf would set something into a stockpile then immediately put it in the corresponding minecart. Now I've got plump helmets withering in the fields because the food stockpile isn't being emptied into the minecart fast enough. Maybe it's because it is a migrated save from 40.06. There's some numbers you can fiddle with in the d_init.txt but I think that only governs how likely dwarves are to put items in containers already containing like items.
|
# ? Aug 11, 2014 19:04 |
|
LegionAreI posted:My dwarves seriously need to stop having sex. Even tweaking the settings a bit, it's like everyone has a baby no matter what! Make a feeder stockpile that disallows barrels/bags/boxes, that feeds items into a stockpile that DOES allow barrels/bags/boxes?
|
# ? Aug 11, 2014 19:05 |
|
0.40.08 is out.Toady One posted:Major bug fixes
|
# ? Aug 11, 2014 19:32 |
|
So what happens when you deconstruct 'unknown material?'
|
# ? Aug 11, 2014 19:37 |
|
Moridin920 posted:I use quantum stockpiles and thus never need bins or barrels. Only bags for the seeds and barrels for drinks (drinks being the only non q-pile in my fort since dwarves love to stand on the stockpile to drink and get 50 barrels dumped on their head). What's a quantum stockpile? It sounds intriguingly dangerous and unstable. Edit: 'intriguingly dangerous' describes most of Dwarf Fortress honestly. Prism fucked around with this message at 19:44 on Aug 11, 2014 |
# ? Aug 11, 2014 19:40 |
|
Mr. Glass posted:0.40.08 is out. That was fast!
|
# ? Aug 11, 2014 19:44 |
|
Prism posted:What's a quantum stockpile? It sounds intriguingly dangerous and unstable. Abusing minecarts to put an infinite number of items on a 1x1 stockpile.
|
# ? Aug 11, 2014 19:50 |
|
necrotic posted:Abusing minecarts to put an infinite number of items on a 1x1 stockpile. Dumping works too.
|
# ? Aug 11, 2014 19:52 |
|
|
# ? May 17, 2024 22:00 |
|
Prism posted:What's a quantum stockpile? It sounds intriguingly dangerous and unstable. Set up a minecart route that consists of a track 2 tiles in length. Stop 1 is the intake stop. I usually have it set up like 'guide cart to stop 2 when full guide cart to stop 2 in 14 days always (this is important because a lot of carts won't ever fill up; gems and clothes for example) take from stockpile X' X being the stockpile you want to condense. Then Stop 2 just has a track stop on it that dump the contents of the cart onto a 1 tile stockpile of the same category, and the dwarves return the minecart to Stop 1 to await more goods for collection. What happens is all your items will get dumped onto 1 tile, and it will function just as a normal stockpile would. For example, this is my wood stockpile: It's actually pretty safe. Sometimes a dwarf will be caught on the stockpile when the minecart gets all its contents dumped onto the tile, and then some serious injuries can happen. It's really rare though, in running a 20 year fort with every stockpile like that, it never happened to me. Except for the food stockpile because they sit there and eat but clothing generally deflects the plump helmets and roasts from doing serious injury, and then your medical dwarves can have practice. Or you can just not do it with food stockpiles. Drink stockpiles won't work, dwarves will sit on that tile and drink and get their heads caved in by barrels. Saves a ton of space especially for rocks, bars, wood, ammo, weapons and armor, finished goods; anything you end up having gigantic stockpiles for. The downside is materials in carts won't be counted as useable in reactions, so even if you have 50 steel bars in the minecart a metalsmith will throw a 'Urist cancels making steel helm: no steel bars' until the cart gets dumped. You can fiddle with the 'dump every 14 days no matter what' to make it dump every day if you want though. e: dumping works too but this works with no micromanagement. I strive for automation in my forts. Moridin920 fucked around with this message at 19:57 on Aug 11, 2014 |
# ? Aug 11, 2014 19:53 |