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Does anyone know why the latest starter pack broke true type? How can I fix this?
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# ? Sep 24, 2014 20:19 |
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# ? Jun 8, 2024 07:36 |
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membranoid posted:Does anyone know why the latest starter pack broke true type? How can I fix this? I am pretty sure TrueType doesn't work with TWBT Elth posted:Actually it looks like a set of clear colour-coded symbols rather than tiny pixel art of what the artist thinks a thing looks like. This is why I use CLA, its the best of both worlds: ASCII-like symbols that are easier on the eyes.
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# ? Sep 24, 2014 20:52 |
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Elth posted:Except most texture packs look like poo poo and I end up having to examine every blob of pixels manually to figure out what they are. Sorry to keep this going but I don't get how anyone can think the default ASCII gives more information than a graphics pack. Off the top of my head, one example with a graphics pack you can tell the exact makeup of a force of invaders at a glance - bowmen, swordsmen etc. With the default ASCII you can't even tell if they're goblins without examining the tile, they could be a swarm of goats or groundhogs or something.
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# ? Sep 24, 2014 21:28 |
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I have a little question regarding lava. Can you pump it continously without an off switch? If so, could I design a lava pool in the following way?code:
B is a closeable drain. When it is open, the frontgate is blocked by a waterfall made of lava. C indicates a set of shafts which also serve as skylights for the main dining hall. The idea is that the front gate can be opened for a while. But if you leave it open for to long, the basin overflows and outlet C kills the fortress. The pumps should be be fast enough to raise lava while B is closed. But usually the basin should get drained quickly. Furthermore, it should take a while until the gauge reaches C, so the pool probably needs to be quite large. Are there any structural problems with that design? What measurements would you suggest? Obviously nothing could ever go wrong once it is running.
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# ? Sep 24, 2014 21:45 |
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ASCII is all about representing complex information with simple visuals. You know everything you need to know about a given unit just with 2 things, character and colour. Graphic packs try to cram as much visual information into the smallest space possible and it ends up looking noisy and confusing. I think a lot of information in DF is accessed at a glance. Squinting at the tiny mass of pixels trying to differentiate between a dwarf miner and a woodcutter takes a lot longer than just glancing at your fort and seeing a grey smiley face and a light yellow smiley face.
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# ? Sep 24, 2014 21:50 |
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necrotic posted:I am pretty sure TrueType doesn't work with TWBT Is there a way to disable TWBT easily?
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# ? Sep 24, 2014 21:52 |
TWBT was conceived to do TrueType's job since it's been a busted flickering mess from the start, but it's your loss, I guess. In the inits: 1.) Flip GRAPHICS to NO, or: 2.) Make sure the FONT/GRAPHICS_FONT pairs use the same tileset, or: 3.) Rename twbt.dll from \hack\plugins to something inert.
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# ? Sep 24, 2014 22:12 |
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Thanks for the answer scamtank, but if what you say is the case, does it support a smaller font yet? It's just a little jarring since I've been using TrueType so long.
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# ? Sep 24, 2014 22:23 |
I don't know how outdated the mess in your starter pack is, but version 5.12 has had all the nextgen features merged into a single branch. It will reconcile two fonts of any size to look right. My setup looks like this. 6x10 with 15x15, perfect scaling.
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# ? Sep 24, 2014 22:32 |
scamtank posted:I don't know how outdated the mess in your starter pack is, but version 5.12 has had all the nextgen features merged into a single branch. It will reconcile two fonts of any size to look right. Latest Windows LNP uses TWBT 3.43. I think there was some issues he was having problems with in newer version or something. Either way I'm using the latest LNP and it looks way better than before.
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# ? Sep 24, 2014 23:16 |
Yeah, that's pretty basic. The version 3.xx branch can't really do scaling properly. If the two tilesets aren't exactly the same size, they get the chunky jaggies something awful. There were some bugs in the better branch when the two were still separate, but he's made big strides after he got the people in his thread to harvest crash dumps.
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# ? Sep 24, 2014 23:20 |
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Apart from assigning woodcutting tasks, is there any way to arm civilians as they wander about doing their usually non-violent things? I mean something like have them carry around shortswords or hammers.
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# ? Sep 24, 2014 23:26 |
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I think you can assign your civilians to military squads, set their uniform to wear over clothing and only include a weapon, set the squads to equip their uniform when off-duty, set the civ squads to inactive, and pray to Fikod Brazennakeds the dwarven god of equipment that they won't just sit there canceling and readding an equip sock job when they can only find 1 of 2 socks. Although my military squads seem to drop off their weapons when going off duty anyway so that may not work.
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# ? Sep 24, 2014 23:40 |
Make everybody a miner. Those picks loving hurt as long as they're made of something harder than copper.
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# ? Sep 25, 2014 00:04 |
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That's not a bad idea. Can undiscovered zones be declared as burrows? I've never really messed around with them. My idea is setting everyone as miners, but making areas that I want to dig out into burrows so that only my dedicated miners dig (otherwise no hauling would ever be done) and letting them go that way. I guess the other option would be to set everyone as lumberjacks. That wouldn't cause as huge a problem especially now that you don't need to clearcut a ten mile square of dense rainforest to furnish a single bedroom anymore.
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# ? Sep 25, 2014 00:18 |
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Sultan Tarquin posted:ASCII is all about representing complex information with simple visuals. You know everything you need to know about a given unit just with 2 things, character and colour. Graphic packs try to cram as much visual information into the smallest space possible and it ends up looking noisy and confusing. I think a lot of information in DF is accessed at a glance. Squinting at the tiny mass of pixels trying to differentiate between a dwarf miner and a woodcutter takes a lot longer than just glancing at your fort and seeing a grey smiley face and a light yellow smiley face. Like I said here before I also just like the idea of a giant, monstrous spider being reduced to a capital letter C, the fact that something so abstract lets you imagine something horrible.
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# ? Sep 25, 2014 00:42 |
Sultan Tarquin posted:ASCII is all about representing complex information with simple visuals. You know everything you need to know about a given unit just with 2 things, character and colour. Graphic packs try to cram as much visual information into the smallest space possible and it ends up looking noisy and confusing. I think a lot of information in DF is accessed at a glance. Squinting at the tiny mass of pixels trying to differentiate between a dwarf miner and a woodcutter takes a lot longer than just glancing at your fort and seeing a grey smiley face and a light yellow smiley face. I've not really had any problems with this in the Phoebus tileset, as the sprites for the different dwarf jobs uses the ASCII color as the primary component of their outfit, so even at a glance I can identify my dwarves pretty easily. Miners are mostly dark grey, woodworkers yellow, craftsdwarves blue, nobles purple, stoneworkers white, farmers brown, etc. It's pretty rare that I encounter a mass of pixels that doesn't make much sense to look at, and generally it's only with stuff that can be safely ignored, like giant louse women or kestrels.
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# ? Sep 25, 2014 01:32 |
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scamtank posted:I don't know how outdated the mess in your starter pack is, but version 5.12 has had all the nextgen features merged into a single branch. It will reconcile two fonts of any size to look right. Could you go into a little more detail of this set up? I really like the look of that and would like to replicate. I am a graphics tile user, but just tried vanilla ASCII for a bit and can definitely see some of the positives of it. That said, the rectangles ruin it for me and I don't want to go quite that 'hardcore'. I did also try CLA for a few and it seemed to strike a good balance.
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# ? Sep 25, 2014 03:38 |
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I'll add to the graphics vs sperglords debate here for a minute, because the greatest thing about current dwarf fortress is mousewheel zooming. Tilesets (specifically SpaceFox) looks kind of like old school NES graphics when you zoom them in all the way, which I think is neat. (I can totally use ASCII, Rogue/ADAM/Dungeon Crawl 4 lyfe)
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# ? Sep 25, 2014 03:43 |
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An eggplant devil.
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# ? Sep 25, 2014 04:11 |
TJChap2840 posted:Could you go into a little more detail of this set up? I really like the look of that and would like to replicate. It involves a magic little plugin called Text Will Be Text. It hijacks a bunch of rendering processes through DFHack to do its thing. What it lets you do is use one tileset for menus and text (and the screens that aren't supported yet, natch) and one for the playing field, reconciling the size automatically. It even bypasses the hardcoded 80-tile minimum display width, letting you use massive tiles even with a 4:3 screen. There's even an option to render multiple Z-levels at once, but that's a different kind of awesome. I'm using Bedstead 6x10 for the text and Vidumec 15x15 for the map. When you have the right version of the plugin in the right place (\Dwarf Fortress\hack\plugins) and the tile sheets, you open up the inits. Your PRINT_MODE must be TWBT and GRAPHICS must be YES. FONT and FULLFONT tilesets are used for the text, GRAPHIC_FONT and GRAPHIC_FULLFONT for the map. If you're running all ASCII, note that this will activate the pointless sample creature graphics that Toady has included with the game. Delete those first. That should cover everything possible, I think. scamtank fucked around with this message at 08:00 on Sep 25, 2014 |
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# ? Sep 25, 2014 07:54 |
Do you mess up with fullfontx and fullfonty at all? When I do the above, I either get a tiny tiny font or it stretches out when I maximise.
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# ? Sep 25, 2014 11:05 |
I don't. Do you have a screenshot handy?
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# ? Sep 25, 2014 11:25 |
scamtank posted:I don't. Do you have a screenshot handy? yup, here you go. Tiny: Stretched: Using df 40_13 r2 if that helps
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# ? Sep 25, 2014 11:44 |
The first one looks 100% right. It's just a tiny font. Keep in mind, the already petite curses_640x300.png is 8 by 12 pixels. That's 6 and 10! As for options, Bedstead has a doubled 12x20 variant as well. The Victor 9000 10x16 isn't bad either. Andux 8x12 is a pretty fancy replacement for the old 640x300. scamtank fucked around with this message at 11:59 on Sep 25, 2014 |
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# ? Sep 25, 2014 11:57 |
Wow, bedstead 12x20 is fabulous, cheers!
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# ? Sep 25, 2014 12:03 |
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Seeing a weird behavior I've never seen in DF. I have a garbage zone. I have designated some marble to dump. Nobody has dumped anything and there are 20 idlers. Almost all dwarves have all the hauling labors enabled. There are no burrows in use. Everything is inside. I'm at a loss!
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# ? Sep 25, 2014 15:22 |
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HerrBrau posted:Seeing a weird behavior I've never seen in DF. I have a garbage zone. I have designated some marble to dump. Nobody has dumped anything and there are 20 idlers. Almost all dwarves have all the hauling labors enabled. There are no burrows in use. Everything is inside. I'm at a loss! Is the garbage zone above an area? At least one Z level higher? Dwarves refuse to throw refuse away on a level surface - there has to be a chance someone gets their head smashed in with stray horse nervous tissue from above or there is just no fun in taking out the garbage. Hope this helps.
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# ? Sep 25, 2014 16:14 |
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Suicide Sam E. posted:Is the garbage zone above an area? At least one Z level higher? Dwarves refuse to throw refuse away on a level surface - there has to be a chance someone gets their head smashed in with stray horse nervous tissue from above or there is just no fun in taking out the garbage. however, did you check to make sure the zone is (a)ctive? That might be it.
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# ? Sep 25, 2014 22:25 |
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HerrBrau posted:Seeing a weird behavior I've never seen in DF. I have a garbage zone. I have designated some marble to dump. Nobody has dumped anything and there are 20 idlers. Almost all dwarves have all the hauling labors enabled. There are no burrows in use. Everything is inside. I'm at a loss! I had the same problem earlier in the thread. If the garbage zone is on not-rock (soil, sand etc.) even if it's inside, try moving it onto rock. This worked for me for some reason.
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# ? Sep 25, 2014 22:43 |
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Sultan Tarquin posted:Squinting at the tiny mass of pixels trying to differentiate between a dwarf miner and a woodcutter takes a lot longer than just glancing at your fort and seeing a grey smiley face and a light yellow smiley face. But most tilesets do have different colors for different professions so you can still tell at a glance what job a dwarf has... It's just all what you get used to. Fwiw I couldn't play with ASCII and learned with a tileset and because of that can now use strictly ASCII just fine. Air is lava! posted:I have a little question regarding lava. Can you pump it continously without an off switch? If so, could I design a lava pool in the following way? The only thing that immediately comes to mind is a screw pump operates FAST and might fill the basin faster than the lava can go out the drain leading to lava at C regardless of whether the drain is open or not. Just make sure the drain is sufficient to drain lava quick enough (1 square open isn't going to cut it probably). But yeah just hook up the screw pump to a windmill and it'll never shut off. You can attach a lever to a gear that connects the pump to the mill if you wanted to have a switch just in case (the gear acts as if deconstructed when off though, so don't attach the lever to the gear directly under the windmill or the mill will also deconstruct every time). e: oh and you've probably already thought of this but you're going to need grates where the lava drains off in front of the front doors because otherwise you'll have a lava pool blocking the path regardless of whether the door is open or not. Moridin920 fucked around with this message at 01:35 on Sep 26, 2014 |
# ? Sep 26, 2014 01:27 |
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Aethernet posted:I had the same problem earlier in the thread. If the garbage zone is on not-rock (soil, sand etc.) even if it's inside, try moving it onto rock. This worked for me for some reason. EDIT: Ok, so, that was it. As soon as I created a garbage zone outside at the edge of a cliff they started dumping things. Never seen this before in any previous version - strange! herr brau fucked around with this message at 03:10 on Sep 26, 2014 |
# ? Sep 26, 2014 02:58 |
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Air is lava! posted:Are there any structural problems with that design? What measurements would you suggest? Obviously nothing could ever go wrong once it is running. I don't have the answer to that question, but I have to say that just might be the best post/avatar combination I've ever seen.
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# ? Sep 26, 2014 17:24 |
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Does the screw pump still do that thing where it will take any depth of fluid (e.g. 1/7) and output a full square of fluid (7/7)?
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# ? Sep 26, 2014 20:01 |
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How do I add a new type of meat to an animal that will appear upon being butchered? And is it even possible to add different types of leather for the same creature?
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# ? Sep 26, 2014 20:24 |
reading posted:How do I add a new type of meat to an animal that will appear upon being butchered? 1.) It's pretty complicated to do it through the proper channels. Would just a few chunks of beef suffice? You could use the EXTRA_BUTCHER_OBJECT tag to smuggle it onto existing body parts. [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD] [EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE] [EBO_SHAPE:GIZZARD_STONE] This is something that all birds have. It dictates that butchering a gizzard (along with the upper body) also drops a handful of gems made from some random stone, cut in the creepy GIZZARD_STONE shape. You could use this tag to make body parts and vital organs drop a chunk of MEAT:NONE:READINGS_NEW_FLESH along with what they actually put out according to the anatomy. 2.) Have you ever thought about how skin knows what it should turn into in a tanner's hands? The basic skin template has a MATERIAL_REACTION_PRODUCT tag. [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] It basically says "if a reaction asks for TAN_MAT stuff and wants to know what it should produce, give them whatever passes for LEATHER in the source creature's anatomy". You could add another roadsign like this, but instead of the label being TAN_MAT and it dictating creature leather, your new alternative tanning reaction could look for a label MIDAS_OWNS which would make the cured slab of leather come out as pure gold instead. If you want the same creature to put out multiple types of leather on a single butchering, it's a little trickier. The creature needs to have at least some of its skin be a whole new skin material instead which has its own TAN_MAT roadsign pointing towards some other material of your choosing.
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# ? Sep 26, 2014 20:57 |
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scamtank posted:1.) It's pretty complicated to do it through the proper channels. Would just a few chunks of beef suffice? You could use the EXTRA_BUTCHER_OBJECT tag to smuggle it onto existing body parts. I just can't get this to work. One issue is that I'm not able to appropriately give a CASTE a different body part. Say I want to make a pegasus creature, where only the males have wings, if I copy the ant's raw and do: code:
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# ? Sep 26, 2014 22:00 |
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Anyone know what might be causing dwarves to take a super long time to complete a simple "Make some stone doors" job? For the dwarf in question I turned off all hauling, only had masonry active, and the dwarf probably completed doors at the rate of 1 per couple of days. Annoyed by this I set several other dwarves to masonry as well, but it was still super slow. What gives?
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# ? Sep 26, 2014 22:08 |
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Is he taking stones to the workshop slooooooooowly by hand across the entire map? Or is there a stockpile near him with stone he is allowed to use? Or is he like trying to drag a single chunk of cinnabar across your entire fort? Set up a stockpile for non-economic/ore stones next to your workshop, and give it some wheelbarrows, it should help if that is the problem. Other than that, uh... how skilled is he? I think skill affects masonry speed, but don't quote me on that.
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# ? Sep 26, 2014 22:17 |
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# ? Jun 8, 2024 07:36 |
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GenericOverusedName posted:Is he taking stones to the workshop slooooooooowly by hand across the entire map? Or is there a stockpile near him with stone he is allowed to use? Or is he like trying to drag a single chunk of cinnabar across your entire fort? Set up a stockpile for non-economic/ore stones next to your workshop, and give it some wheelbarrows, it should help if that is the problem. This was a pretty poorly designed fort, but there was basically one big stockpile for everything in the fort next to every single workshop. Been a while since I played, how do I designate non-economic stone, or make wheelbarrows that will be used by the dwarves?
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# ? Sep 26, 2014 22:26 |