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PublicOpinion posted:I think he was planning on starting with procedurally generated dice games, actually. Personally I can't wait until we get the first tantrum spiral from a dwarf losing a dice game and then starting a bar fight that just spreads throughout the entire fortress.
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# ? Jan 20, 2015 05:23 |
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# ? May 28, 2024 03:23 |
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mornhaven posted:It used to work when choosing an embark site, but before assigning skills. Boo that's a shame Is there a hotkey or a way to turn off being able to see multiple Z-levels while in the game? I love how it looks for just playing, but it can make digging channels on the top level a huge pain in the rear end sometimes.
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# ? Jan 20, 2015 05:23 |
It's an external plugin, remember? Try multilevel 0.
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# ? Jan 20, 2015 05:29 |
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cyxx posted:How do people feel about dfhack autolabor? It feels kind of cheaty, but when I think about it I pretty much do the same thing on a smaller scale. If I don't have anyone with woodcrafting to finish building the craftsdwarf workshop I enable the labor, let him build it, and turn it off. I haven't played a full game with it on but seems like it'll be kind of nice to minimize idle dwarfs and get their lazy dwarf asses to do some planting. I've tried it a couple of times, but I always find there are jobs that aren't getting done. I always end up going back to managing it with Nirruden's Custom Professions in Dwarf Therapist. Just throw all new migrants into Hauler - Peasant, and promote them out based on skill or need. I get the idea that I could probably tweak autolabor settings enough that eventually it would work well for how I play, but sinking that much time into automating something I spend barely any time on already doesn't make much sense. I only care about minimizing idlers very early on, later mostly I want people ready to do their specialized job when it is available, not tied up doing something else. I used to use autobutcher a lot more but it doesn't seem to prioritize killing gay or asexual animals like it should, so I've also switched to using Dwarf Therapist to select animals I want butchered. Also Dwarf Therapist is great in how easy it is to add Dwarves to military squads. You have to make the squad in game, but once it exists you can pick your draftees in Therapist. Basically Dwarf Therapist is awesome.
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# ? Jan 20, 2015 05:45 |
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Procedurally generate gaming. That's the most Dwarf Fortress thing I've ever heard of. I hope he implements RPGs and spends a year developing out the adventure mode playing of them. This is why the UI sucks, okay? And it's worth it.
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# ? Jan 20, 2015 05:48 |
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Why did it take me so long to realize that DFHack lets me Sub Rosa fucked around with this message at 04:39 on Mar 19, 2015 |
# ? Jan 20, 2015 06:17 |
Do y'all think DFHack would let me fix the horrified at goblin corpses bug?
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# ? Jan 20, 2015 06:19 |
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Sub Rosa posted:Why did it take me so long to realize that DFHack lets me Ctrl+A to choose what material will be used for a job? This. Changes. Everything. Oh my god I've been cheating suboptimally for so long.
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# ? Jan 20, 2015 06:28 |
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Sub Rosa posted:Why did it take me so long to realize that DFHack lets me Ctrl+A to choose what material will be used for a job? This. Changes. Everything. That plus workflow gets rid of a lot of the annoying micro.
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# ? Jan 20, 2015 07:00 |
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scamtank posted:It's an external plugin, remember? Try multilevel 0. Sub Rosa posted:Why did it take me so long to realize that DFHack lets me Ctrl+A to choose what material will be used for a job? This. Changes. Everything.
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# ? Jan 20, 2015 07:30 |
Whoa hey remember me griping 6 months ago that you can't change the timer on regional interactions beyond WEEKLY? Someone read the string dump closer than me and saw DAILY, MONTHLY and YEARLY getting added in the mix. We should be able to make the evil biome resurrection not suck rear end now!
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# ? Jan 20, 2015 07:34 |
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necrotic posted:That plus workflow gets rid of a lot of the annoying micro. Yeah, I love workflow, and this solves some instances where it can't figure out the output of the job, or just sees it as "bags of any powder." I still need to level up my understanding of how to link stockpiles to shops to force material flows, though.
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# ? Jan 20, 2015 07:42 |
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scamtank posted:Whoa hey remember me griping 6 months ago that you can't change the timer on regional interactions beyond WEEKLY? Someone read the string dump closer than me and saw DAILY, MONTHLY and YEARLY getting added in the mix. We should be able to make the evil biome resurrection not suck rear end now! It is almost the eve of Hallowmas. The dead will rise on this day. Beware!
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# ? Jan 20, 2015 09:46 |
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Spanish Matlock posted:It is almost the eve of Hallowmas. The dead will rise on this day. Beware! The Nightmare Before Dwarfmas.
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# ? Jan 20, 2015 23:37 |
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Ghostwoods posted:The Nightmare Before, After, and During Dwarfmas.
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# ? Jan 20, 2015 23:54 |
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Anyone happen to know a way to force a civ member to go pick up new clothing? Playing a Masterwork Warlock fort and a raised a dude from the dead, but now he won't wear clothes and it is causing him sadbrains. I dug around in the help for dfhack but nothing stands out (cleanowned does not help, fixnaked removes the unhappy thought but doesn't actually make him go get/wear new clothes, which is preferable)
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# ? Jan 21, 2015 06:21 |
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Draft him and put clothes as his uniform?
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# ? Jan 21, 2015 06:42 |
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Can guard dogs (in a 1x1 pasture) see through fortifications? Wondering if I can put my watch dogs one z-level above my draw bridges so that they're not just sitting there waiting to get mauled by something.
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# ? Jan 21, 2015 06:58 |
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Moridin920 posted:Draft him and put clothes as his uniform? That's an idea, I'll try that. e: durr as it turns out I had a genuine shortage of clothes, and when the dude died another shitbird pounced on his shoes Flesh Forge fucked around with this message at 07:40 on Jan 21, 2015 |
# ? Jan 21, 2015 07:11 |
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scamtank posted:Wow, this rickety piece of poo poo actually compiled. If anyone isn't too bothered by a pile of missing globals (only the plugins sort, strangemood and zone seem to be out of action) and misses the basic functions, here is the latest-version compile of DFHack. Thanks so much for providing this, by the way.
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# ? Jan 21, 2015 08:33 |
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Flesh Forge posted:That's an idea, I'll try that. The obvious problem is so rarely the actual problem.
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# ? Jan 21, 2015 21:08 |
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You also don't really expect some cold blooded motherfucker to grab the shoes off a corpse before it even has time to get carted off to the mortuary but yeah zombies are some hard sons of bitches like that. e: mechanically that is literally how it works, dude falls over dead and everyone else goes OMG SHOES
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# ? Jan 21, 2015 22:33 |
WHAM WHAM WHAM WHAM WHAM WHAM WHAM honkToady One posted:Continuing to go through stuff -- breaks and generic parties are gone, needs are in, and people go to hang out at taverns and temples according to their needs. There are simple activities set up, and the next project is to flesh those out with randomized stuffs so that we can move on to visitors.
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# ? Jan 22, 2015 06:33 |
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scamtank posted:breaks and generic parties are gone, Oh thank god. gently caress the UI stuff, this is the thing I wanted changed.
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# ? Jan 22, 2015 07:37 |
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Leal posted:Oh thank god. gently caress the UI stuff, this is the thing I wanted changed. From the language following that little snippet, they are not so much gone as replaced with something else; i.e., dwarfs will still randomly loaf about instead of feeding a starving patient or prisoner, but now they will do so in a tavern or temple instead of in the meeting hall. At least that is my reading of it.
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# ? Jan 22, 2015 08:35 |
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As long as its one dwarf satisfying his needs rather then one dwarf going "Hey gently caress work! Who is with me?" and knocking the entire fort's production to a standstill its an improvement.
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# ? Jan 22, 2015 08:37 |
Hopefully the job priorities things will put trading above partying, otherwise you'll have to murder all the dwarves with autumn birthdays to keep their festivities from distracting your broker.
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# ? Jan 22, 2015 08:38 |
I'm just satisfied they're DOING something. Not just sitting stock still in a big silent clump in the dining room, watching each other's social skills bloating.
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# ? Jan 22, 2015 09:36 |
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It'd be cool if your guys will go on strike if you treat them too cruelly with cute little signs aimed at the player.
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# ? Jan 22, 2015 09:44 |
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I hope he remembers zoos, statue gardens and memorial halls when designing dwarf's entertainment preferences. It would be a shame if they all became useless.
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# ? Jan 22, 2015 09:50 |
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Nietzschean posted:From the language following that little snippet, they are not so much gone as replaced with something else; i.e., dwarfs will still randomly loaf about instead of feeding a starving patient or prisoner, but now they will do so in a tavern or temple instead of in the meeting hall. At least that is my reading of it. This is great though, because those assholes were all like "ahh time for a break, LET ME WALK 20 MILES THROUGH THE MINEFIELD INTO THE ARMY OF GOBLINS WAITING OUTSIDE"
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# ? Jan 22, 2015 14:26 |
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Angela Christine posted:I hope he remembers zoos, statue gardens and memorial halls when designing dwarf's entertainment preferences. It would be a shame if they all became useless. I cannot be the only one troubled by the prospect of some dwarf feeling the "need" to go to a zoo.
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# ? Jan 22, 2015 15:34 |
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Nietzschean posted:I cannot be the only one troubled by the prospect of some dwarf feeling the "need" to go to a zoo. I am now!
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# ? Jan 22, 2015 20:21 |
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Sometimes you just need to get away from people and go admire a cage full of cats.
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# ? Jan 22, 2015 20:27 |
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So I checked the DF forums and apparently startdwarf doesn't work in DFHack because someone just forgot to put 'start_dwarf_count' in symbols.xml in the last release. I looked around some more and it's kind of weird how there aren't any options out there for editing/messing with your initial embark. I don't know if it's a pain in the rear end to mod or what, but I would've figured that there'd be some kind of "Do whatever the hell you want before embarking" plugin/script/mod by now. Being able to set how many dwarves you want to start with seems like it'd make for some fun challenges/scenarios, like starting with 15 military dudes in the middle of a horrible evil biome or with just 2-3 dwarves and seeing how far you can get, etc. Oh well, just gonna have to wait for DFHack to update to 40.24 I guess.
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# ? Jan 22, 2015 20:47 |
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Flesh Forge posted:This is great though, because those assholes were all like "ahh time for a break, LET ME WALK 20 MILES THROUGH THE MINEFIELD INTO THE ARMY OF GOBLINS WAITING OUTSIDE" The only way this should happen is if you left your wagon intact, since it's the default meeting zone. I suggest not leaving it intact, especially since you get free wood out of the deal.
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# ? Jan 22, 2015 20:57 |
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Angela Christine posted:Sometimes you just need to get away from people and go admire a cage full of cats. My university has a room where you can go play with kittens or puppies as a way to healthily relieve stress. It is the best feature of my university.
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# ? Jan 22, 2015 22:28 |
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Nietzschean posted:My university has a room where you can go play with kittens or puppies as a way to healthily relieve stress. It is the best feature of my university. What the hell? I want to quit work and enroll at your school. The only caged animals here are rats and postdocs.
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# ? Jan 22, 2015 22:36 |
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RedTonic posted:What the hell? I want to quit work and enroll at your school. The only caged animals here are rats and postdocs. Urist McMiner cancels dig channel: fulfilling need to play with cats.
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# ? Jan 22, 2015 22:48 |
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# ? May 28, 2024 03:23 |
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Nietzschean posted:Urist McMiner cancels dig channel: fulfilling need to play with cats. Urist McMiner cancels play with cats: Trapped in cage.
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# ? Jan 23, 2015 00:37 |