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GenericOverusedName posted:If you want the latest version of the starter pack with what tools have been updated you can find it here. It's for version 0.42.03 , it hasn't updated for 0.42.04 yet. .Be warned, it may cause more crashing and stuff if you use dfhack. However, Therapist is working fine with it and I haven't run into any issues using it. I downloaded just the Therapist but it says it doesn't know how to talk with the version of the game I have. How are you making it work?
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# ? Dec 28, 2015 21:23 |
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# ? May 18, 2024 02:59 |
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Valiantman posted:I downloaded just the Therapist but it says it doesn't know how to talk with the version of the game I have. How are you making it work? Download this: https://raw.githubusercontent.com/splintermind/Dwarf-Therapist/DF2016/share/memory_layouts/windows/v0.42.03_graphics.ini Save it to <dwarf therapist>\share\memory_layouts\windows and make sure it stays named v0.42.03_graphics.ini. Edit: For those wondering, there's a layout file for 42.04 too (here) but idk if it has been tested or not yet since it isn't linked anywhere. ~Use at your peril.~ Mu. fucked around with this message at 22:58 on Dec 28, 2015 |
# ? Dec 28, 2015 22:53 |
It has ("layouts are largely untested, but seem okay"), but it's standing on the first tentative script-driven scan pass on the structures. They still need people to do the ritualistic tweak-the-ear-does-the-toe-twiddle tests and checks before they can call where the globals are sitting this time.
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# ? Dec 28, 2015 23:11 |
TWBT for 42.23 is released It works on the latest newb pack but not the latest DF release (as Peridexis is awol until January). - Copy the .png files to /data/art, overwrite - Copy the .dll files to /hack/plugins, overwrite - Edit the init.txt file to change print mode from 2D or STANDARD to TWBT - Launch the Newb pack, go to graphics -> customize, change the font to shizzleclean or whatever else you like. - Strike the (clear font, multilevel) earth!
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# ? Dec 28, 2015 23:21 |
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I'm just gonna play the older version for awhile. I forgot how bad I am at this game. I had a nice waterfall embark full of limonite. First two kids and a carpenter go washed over the fall, so I forbade the area around it AND built a floor over the cliff. While all my dudes were doing this, they got jumped by a wereturle. I didn't have military or weapons yet, except for the hammers in my traps. poo poo. I've never even seen a werebeast before. Also, how the hell do you use autolabor? I see it in my LNB, but I have no idea how to use. Everything I look seems to assume everyone just knows it. The Dregs fucked around with this message at 23:33 on Dec 28, 2015 |
# ? Dec 28, 2015 23:21 |
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I just had a dwarf citizen claim the position of "the exalted savagery" of some sort of society she belongs to. It doesn't show up in the nobles list (yet). Has anyone else had a dwarf do that? My heart stopped a second when the announcement came up; it's very similar to megabeast announcements, though the text is purple.
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# ? Dec 29, 2015 00:06 |
I had a long-term resident become a warlord of something. They still just stuck around as a bard.
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# ? Dec 29, 2015 00:11 |
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I have noticed my military dwarves absolutely refuse to equip any gauntlets or boots, even when I select a specific boot or gauntlet. Is this a known issue?
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# ? Dec 29, 2015 00:16 |
Mad Pills posted:I have noticed my military dwarves absolutely refuse to equip any gauntlets or boots, even when I select a specific boot or gauntlet. Is this a known issue? I have nothing but constant problems with equipping my dwarfs. I had to reform my entire military because there was a squad that just refused to wear pants. In my last fight someone's hand got stabbed off and surprise, 75% of my military isn't wearing the gauntlets they are supposed to.
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# ? Dec 29, 2015 00:18 |
Yes, it's a known issue. The Toady suggested workaround until he fixes it for real is to add [SHAPED] to handwear/footwear that doesn't have it. He's not actually sure that will fix it for you.
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# ? Dec 29, 2015 00:23 |
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What's the last version with a working DFHack/therapist? Feel like playing and I don't care much about taverns/petitions for now.
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# ? Dec 29, 2015 00:26 |
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PublicOpinion posted:Yes, it's a known issue. The Toady suggested workaround until he fixes it for real is to add [SHAPED] to handwear/footwear that doesn't have it. He's not actually sure that will fix it for you. So the military stuff has moved backwards in DF2015 compared to DF2014? Because I had a lot of good games in DF2014 (or whatever the previuos version was called, prior to 42.x) where my military would correctly equip armor, and periodically upgrade automatically as I produced better armor pieces. It was actually pretty nice, I was able to manage them alright.
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# ? Dec 29, 2015 01:26 |
Gibbo posted:What's the last version with a working DFHack/therapist? 0.42.03 has a working release.
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# ? Dec 29, 2015 01:28 |
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reading posted:So the military stuff has moved backwards in DF2015 compared to DF2014? Because I had a lot of good games in DF2014 (or whatever the previuos version was called, prior to 42.x) where my military would correctly equip armor, and periodically upgrade automatically as I produced better armor pieces. It was actually pretty nice, I was able to manage them alright. All of it is worse. Everything that was good has gotten worse. That said, the new taverns, libraries and temples are awesome. They will, assuredly, get worse in future revisions.
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# ? Dec 29, 2015 02:38 |
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Jesus, I installed the newest version of spacefox and these new wall tiles for non constructed/smoothed walls are offensively terrible. Someone actually thought this looked better than the nice looking walls they had before. I guess I need to figure out a way to replace all of the wall textures with something reasonable.
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# ? Dec 29, 2015 02:56 |
Sergeant_Crunch posted:Jesus, I installed the newest version of spacefox and these new wall tiles for non constructed/smoothed walls are offensively terrible. Someone actually thought this looked better than the nice looking walls they had before. I guess I need to figure out a way to replace all of the wall textures with something reasonable. Strike the flesh.
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# ? Dec 29, 2015 03:52 |
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I bet in some distant future version of Dwarf Fortress, evil biomes will have soil layers made out of flesh that screams when your dwarves mine it.
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# ? Dec 29, 2015 06:34 |
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Internet Kraken posted:I bet in some distant future version of Dwarf Fortress, evil biomes will have soil layers made out of flesh that screams when your dwarves mine it. Didn't masterwork already have the Tears of Armok gem veins that bleed and created some sort of blood demon when mined?
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# ? Dec 29, 2015 06:41 |
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Urist has been upset lately. A wall mocked him recently. The visage of his dead wife appeared above his bed recently. His best friend was swallowed by the floor recently. He ate in a spectacular dining room recently.
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# ? Dec 29, 2015 06:43 |
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Gibbo posted:Didn't masterwork already have the Tears of Armok gem veins that bleed and created some sort of blood demon when mined? Tears of Armok were gems that acted like aquifer tiles when exposed. There were red Blood of Armok gems, but I can't remember what they did.
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# ? Dec 29, 2015 06:56 |
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Gibbo posted:Didn't masterwork already have the Tears of Armok gem veins that bleed and created some sort of blood demon when mined? No, Tears of Armok were aquifers, it was veins of living stone that you could mine out and render for food. ETA: ^^ Those could be used for magma in the alchemist's shop, IIRC.
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# ? Dec 29, 2015 06:57 |
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Never actually played MW so I'm not surprised I was getting multiple things crossed up.
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# ? Dec 29, 2015 07:27 |
I know there were big layers of fleshstone that you could actually turn to meat in the butchers shop. It was weird.
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# ? Dec 29, 2015 07:39 |
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How do I get my tavern to have instruments in it? No matter how many instruments I make, either big ones that have to be installed or small portable ones, the tavern always says that it has 0 out of 5 desired instruments. Also my codices come and go because apparently when a dwarf is reading one, it gets removed from the Stocks screen (I think that's what's happening). So the number moves up and down based on what is "checked in" at the dwarven library at any given moment.
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# ? Dec 29, 2015 08:23 |
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Yeah a lot of the changes in masterwork (like the meatstone) made food essentially a joke. But then a lot of other changes in masterwork (like unkillable stone demons and asbestos poisoning) made life a living hell. So on balance, it was all gravy more or less.
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# ? Dec 29, 2015 14:11 |
reading posted:How do I get my tavern to have instruments in it? No matter how many instruments I make, either big ones that have to be installed or small portable ones, the tavern always says that it has 0 out of 5 desired instruments. You have some storage space installed somewhere within your barf basin, right? Even bags will do. E: Mu. posted:There is a new version of Dwarf Therapist with 42.04 layouts now, http://dffd.bay12games.com/file.php?id=11420 Small wonder - somebody who isn't named like a weapon in Hexen burned the midnight oil finding offsets again. ( this thing starts without blowing up, back your poo poo up and get in ) scamtank fucked around with this message at 14:26 on Dec 29, 2015 |
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# ? Dec 29, 2015 14:18 |
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There is a new version of Dwarf Therapist with 42.04 layouts now, http://dffd.bay12games.com/file.php?id=11420 ~ Unrelated to Dwarf Therapist, I am fairly certain that half of my dwarfs spend their entire day hauling goblets from the tavern to the finished goods stockpile and then from the finished goods stockpile back to the tavern. Mu. fucked around with this message at 14:21 on Dec 29, 2015 |
# ? Dec 29, 2015 14:18 |
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Spanish Matlock posted:Yeah a lot of the changes in masterwork (like the meatstone) made food essentially a joke. But then a lot of other changes in masterwork (like unkillable stone demons and asbestos poisoning) made life a living hell. So on balance, it was all gravy more or less. Masterwork had a bunch of cool stuff and of course a bunch of junk too, but that's just a side effect of how drat big it is. Personally I really love how it condenses materials into basic types you can make through various means. Animal leathers tend to be just leather and not (X)leather which makes your stockpiles neater, but it also adds a few extra tiers so you can get iron grade leathers from rarer animals and such. Warpstone dust was a cool extra I thought and added some attrition to your miner workforce but I can totally see why it'd piss people off too. Of course a bunch of magical classes were really confusing and hard to do properly but a lot of mods played around with castes which I actually like. There's also a bunch of stuff like mithril ore and the magic gems (like tears of armok generating infinite water) that let you work around a few map limitations.
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# ? Dec 29, 2015 14:20 |
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Mu. posted:There is a new version of Dwarf Therapist with 42.04 layouts now, http://dffd.bay12games.com/file.php?id=11420 I just started keeping a bin of goblets in my tavern. Worked pretty well iirc.
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# ? Dec 29, 2015 16:49 |
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Looks like the calculations for whether someone will be skilled at bookbinding and papermaking aren't there yet. I've got quite the nice publishing industry happening now. Is there a way to determine whether or not my scribes are copying books? I've bought some codices from other civilizations and I know the dwarves are reading them, but I still haven't seen my longest-running scribe have a job that looks like he's copying anything. And do long term residents only claim rooms assigned to taverns? One thing I would like to see in a future update (or mod) is a list of relationships citizenship/residence petitioners have with other denizens of the fort. I think I've turned away some spouses and that actually makes me feel a bit bad.
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# ? Dec 29, 2015 18:50 |
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So Math posted:Can I get some help? I caught a troglodyte in a cage trap, but I can't assign him to any built cages or chains. Check your permissions. Make sure that butcher dead animals is set to yes. However, nothing killed by your militia will get butchered because, (I think) the game considers them enemies instead of prey at that point. However stuff killed by traps should be able to be butchered.... Maybe. Also make sure your butcher isn't running off to a party instead of doing his job. If the corpse rots at all then it's no longer butcher able.
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# ? Dec 29, 2015 18:56 |
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I've seen some things get butchered that my militia killed but it's pretty rare.RedTonic posted:And do long term residents only claim rooms assigned to taverns? I believe so; I haven't seen any sleeping in my fort residence area and if there aren't enough tavern rooms I see people sleeping on the floors. On a side note, ever since I built my library and temple the dwarve split their time between those two and the tavern and I haven't seen any coordinated dancing for years and years...
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# ? Dec 29, 2015 19:23 |
TheCIASentMe posted:However, nothing killed by your militia will get butchered because, (I think) the game considers them enemies instead of prey at that point.
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# ? Dec 29, 2015 20:30 |
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Is there a good guide on getting a library going? I've got the location designated and I've got the necessary furniture (tables, chairs, bookcases, etc) but I haven't the slightest idea about how to get my dwarves writing books and poo poo.
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# ? Dec 29, 2015 21:25 |
The easy way? Stockpile some writing media and open it up for the public. The visiting sages and other nerds will a.) come ponder and discuss things and then maybe write their theories down and b.) usually keep some light reading with them as they travel. Scribes stand by to copy out anything they get their hands on (to the extent that you specify, in number of copies), ensuring that you don't have to say goodbye to any discoveries made in your fortress. A scholar's job is to be a resident neckbeard that sits around arguing with visiting philosophers and occasionally come up with something too. I don't know what happens if you choose illiterate peasants for that position. scamtank fucked around with this message at 21:39 on Dec 29, 2015 |
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# ? Dec 29, 2015 21:37 |
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I appointed an illiterate plebe. He became literate and eventually specialized in chemistry.
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# ? Dec 29, 2015 21:50 |
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Yo, for the token [SYN_CONCENTRATION_ADDED:100:1000], what do the two arguments mean?
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# ? Dec 29, 2015 21:51 |
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Sergeant_Crunch posted:Jesus, I installed the newest version of spacefox and these new wall tiles for non constructed/smoothed walls are offensively terrible. Someone actually thought this looked better than the nice looking walls they had before. I guess I need to figure out a way to replace all of the wall textures with something reasonable. Spacefox has had those fleshy walls for a while now (at least present in 0.40). I switched back to ASCII with a better color scheme because of it.
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# ? Dec 29, 2015 21:59 |
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necrotic posted:Spacefox has had those fleshy walls for a while now (at least present in 0.40). I switched back to ASCII with a better color scheme because of it. I managed to get it updated to a version with better soil walls, though I don't really remember what I did since I was pretty drunk last night. I mean sure it still looks ugly since I popped the cavern levels and my fort is covered in foliage, but at least it doesn't look like I'm living in something's colon now.
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# ? Dec 29, 2015 22:22 |
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# ? May 18, 2024 02:59 |
Tiler Kiwi posted:Yo, for the token [SYN_CONCENTRATION_ADDED:100:1000], what do the two arguments mean? file_changes.txt is our best guess as it is. code:
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# ? Dec 29, 2015 22:30 |