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Psst. https://github.com/DFHack/dfhack/releases/tag/0.43.05-beta1 DFHack 0.43.05-beta1. Windows build soon. IAmTheRad fucked around with this message at 10:24 on Feb 12, 2017 |
# ? Feb 12, 2017 10:19 |
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# ? May 25, 2024 22:27 |
Tunicate posted:Toady has fixed the bug so that LD50s are now appropriately calculated based on creature size. Actually the LD was calculated correctly. The problem was that a drop licked off a paw contained the same amount of alcohol as a full keg of beer. He rather made sure to keep track of how much contaminant was being tracked around.
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# ? Feb 12, 2017 10:23 |
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nielsm posted:Actually the LD was calculated correctly. The problem was that a drop licked off a paw contained the same amount of alcohol as a full keg of beer. He rather made sure to keep track of how much contaminant was being tracked around. Those poor cats
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# ? Feb 12, 2017 10:25 |
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Looking forward to a cat getting it's tooth knocked out then being taken engraved and becoming an artifact hundreds of years later that makes cats go ballistic
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# ? Feb 12, 2017 10:30 |
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TildeATH posted:A giant civ that lives in a relatively constrained area would be cool, because then the other civs are basically playing at hiding from the giants, which is a classic fantasy story. That would make a nice setting for an LP. "A bronze colossus caravan has come to trade." Worst thing to happen because they found you and are trying to trade while not being able to read or write.
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# ? Feb 13, 2017 01:11 |
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A migrant immigrates under a false identity and no one knows that they are really a secret agent bronze colossus.
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# ? Feb 13, 2017 01:24 |
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nielsm posted:Actually the LD was calculated correctly. The problem was that a drop licked off a paw contained the same amount of alcohol as a full keg of beer. He rather made sure to keep track of how much contaminant was being tracked around. wait so we have now another liquids system that's more granular than 0-9 per square? MAH FRAMERATES
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# ? Feb 13, 2017 01:48 |
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shame on an IGA posted:wait so we have now another liquids system that's more granular than 0-9 per square? The spatter system is pretty old, you used to see it with blood a lot. Notably, it used to be that blood would get onto the feet of your dwarves who would track it all over your fortress by getting onto other dwarves' shoes and so on.
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# ? Feb 13, 2017 01:59 |
Tenebrais posted:The spatter system is pretty old, you used to see it with blood a lot. We all have fond memories of Nolio, I'm sure.
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# ? Feb 13, 2017 15:19 |
Oh dear god I must have tweaked something in the raws somewhere, because it's my second Spring and a migrant wave just bumped my fort up to 46 adults and 51 children
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# ? Feb 13, 2017 17:45 |
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The default baby cap thing is like 100 children or 1000% of the population so it does nothing really. Could be that.
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# ? Feb 13, 2017 18:11 |
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IAmTheRad posted:Psst. fwiw I been using the alpha 4 on DF 43.05 and it works just fine
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# ? Feb 13, 2017 18:44 |
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StrangeAeon posted:Oh dear god I must have tweaked something in the raws somewhere, because it's my second Spring and a migrant wave just bumped my fort up to 46 adults and 51 children Make a "nursery" burrow. Fill it with things to "entertain" the children.
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# ? Feb 13, 2017 22:33 |
StrangeAeon posted:Oh dear god I must have tweaked something in the raws somewhere, because it's my second Spring and a migrant wave just bumped my fort up to 46 adults and 51 children Okay, so after another migrant waved push my Kid Kounter up to about 76, tanking my fps in the process, I decided it was time for... drastic measures. Measures involving a burrow and a drawbridge. Only 2 ghost children so far, but I think I'll keep them all unmemorialized and see how that goes.
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# ? Feb 14, 2017 00:08 |
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Moridin920 posted:fwiw I been using the alpha 4 on DF 43.05 and it works just fine There were a few edge cases that led to crashes. I found one in manipulator related to keybinds that would crash the game when filling in a custom nickname or profession. This release was for those bugs, which gets to beta! I'm just waiting on a Windows build now so I can use manipulator without having to remove basically every keybind.
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# ? Feb 14, 2017 00:11 |
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# ? Feb 14, 2017 06:27 |
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The new hit comedy: 20 Necromancers and a Baby.
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# ? Feb 14, 2017 10:31 |
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I majored in necromancy with a minor in soap making.
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# ? Feb 14, 2017 14:45 |
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Well it's important to stay clean when you're working with so many rotting body parts you know?
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# ? Feb 14, 2017 19:23 |
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No sieges yet but I'm keeping a large stockpile of spare parts just outside a fortification near the front gate.
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# ? Feb 14, 2017 19:56 |
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EVA BRAUN BLOWJOBS posted:Make a "nursery" burrow. Fill it with things to "entertain" the children. The forgotten beast Savilerises has come! It emits gouts of cigar smoke. Fear its golden medallion!
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# ? Feb 14, 2017 21:28 |
I've conducted a fun little experiment. I embarked in a location, abandoned immediately, then started adventure mode and worked up the skills to challenge a vault. I slew everything in there twice and made off with as much divine metal shields and weapons as I could carry. After trekking all the way to the abandoned fort site, I dropped all the divine metals and gave in to starvation. After reclaiming the fort, I was able to melt down the divine equipment and get a handy stack of twisting metal bars. Fortress wealth exploded. Each bar alone is worth 1500☼, and once crafters started using them in strange moods, well... Material properties of divine metals aren't as good as adamantine, but they're still really good. I did abuse the melt exploit to get more bars of twisting metal than I started with, but what dwarf could resist the urge to warp the fabric of time and space to acquire more of this amazing material? On another note, I got sick of dealing with the front porch of my fort being coated in a thick layer of vomit, so I wrote a script that resets everyone's cave adaption counter and queued it up to run once a month with dfhack's 'repeat' command. Edit: And somehow my dwarves sparring in the barracks are clipping themselves outside of the building and have to run screaming through the fort to get back to training Double Edit: I also didn't realize how good sparring in the barracks is at training up attributes. Looks like the weaker members of the fort are going to spend some time working out in the reserves to get them up to snuff. Neurion fucked around with this message at 09:56 on Feb 15, 2017 |
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# ? Feb 15, 2017 09:29 |
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Neurion posted:On another note, I got sick of dealing with the front porch of my fort being coated in a thick layer of vomit, so I wrote a script that resets everyone's cave adaption counter and queued it up to run once a month with dfhack's 'repeat' command. Just open up a skylight over your dining hall/tavern and then cover it back up. With glass blocks if you're feeling realistic, with dirt/stone/wood if you don't care. Once sunlight hits a square it will always be marked as "outside". No more cave adaptation.
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# ? Feb 15, 2017 18:04 |
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My fort doesn't feel complete without vomit everywhere.
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# ? Feb 15, 2017 18:27 |
Vengarr posted:Just open up a skylight over your dining hall/tavern and then cover it back up. With glass blocks if you're feeling realistic, with dirt/stone/wood if you don't care. Once sunlight hits a square it will always be marked as "outside". No more cave adaptation. Not quite, it'll always be marked as "light", but once its covered it's "inside" again. Inside-light doesn't affect the cave adaption counter, outside-light decreases it, inside-dark increases it. I built my central staircase and tavern in such a way they were inside-light, and cave adaption still happened at the usual rate. Since I didn't feel like redoing my entire fort's design to have poo poo directly open to the sun, I went with the script.
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# ? Feb 15, 2017 19:40 |
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The always outdoor once light hit the area was a bug. Toady fixed that. It's why there's now Indoor Dark, Indoor Light, and Outdoor Light now.
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# ? Feb 15, 2017 21:21 |
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I'll have to double check when I get home but I'm pretty sure that bug still exists...quote:It's why there's now Indoor Dark, Indoor Light, and Outdoor Light now. That's been there since .34 no?
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# ? Feb 15, 2017 21:26 |
EVA BRAUN BLOWJOBS posted:My fort doesn't feel complete without vomit everywhere. Vomit, or as the dwarves call it, cave carpet.
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# ? Feb 15, 2017 21:50 |
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Moridin920 posted:I'll have to double check when I get home but I'm pretty sure that bug still exists... If you have no roof or any construction above a tile that you want to be 'outside' then nothing will happen. It will be considered outside in terms of what the game determines outside to be. Of course, having a mass of dwarves outside to prevent cave adaptation is an issue for multiple reasons. Putting anything above a tile, even a single crystal glass block makes every tile below that tile 'indoors', thus will not prevent cave adaptation. The only way to stop it is to have dwarves go to what the game considers outside. The difference now is that once a tile becomes 'above ground' it will always be above ground. You could build a 100 z-level tower above it and that tile is still above ground. It won't prevent cave adaptation, but it will allow you to plant above ground crops without having open air access. That bug still exists. It's only when a dwarf is in 'dark indoor' which most of your fortress will probably be will start your dwarf to get cave adaptation. If sunlight touched a tile at one point, it will always remain lit and will not cause any cave adaptation to occur. The only way to cause cave adaptation to be reduced is to have a dwarf get direct access to the sun, which means outside where it's scary and those beady eyed elephants will be staring at the dwarves.
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# ? Feb 15, 2017 22:29 |
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IAmTheRad posted:If you have no roof or any construction above a tile that you want to be 'outside' then nothing will happen. It will be considered outside in terms of what the game determines outside to be. Of course, having a mass of dwarves outside to prevent cave adaptation is an issue for multiple reasons. Putting anything above a tile, even a single crystal glass block makes every tile below that tile 'indoors', thus will not prevent cave adaptation. The only way to stop it is to have dwarves go to what the game considers outside. Ahhh the fact that plants were still growing was throwing me off then. Also the bit where the lit indoor tile won't cause further adaptation but won't actually help remove it.
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# ? Feb 15, 2017 22:40 |
I like to put my coal-based furnaces and forges outside for this reason (along with the roleplay reason that such things should produce a lot of smoke and require ventilation). Between hauling and actually working the furnaces, that seems to do a lot to keep the cave adaptation away.
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# ? Feb 15, 2017 22:59 |
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EVA BRAUN BLOWJOBS posted:My fort doesn't feel complete without vomit everywhere. after reading Glazedcoast all of my forts for a while were on evil glaciers so I could cover every single square inch of the map in vomit
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# ? Feb 16, 2017 00:03 |
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Playing Rimworld and seeing how colonists flip poo poo with filth, it makes me wonder if we'll revert back to the days where tantrums were frequent and not a rare occurrence with opulent dining rooms and meals if dwarves got mood debuffs from seeing all that vomit.
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# ? Feb 16, 2017 03:16 |
My sparring dwarves are still somehow teleporting themselves outside of the barracks walls and falling down a few Z-levels onto the side of the mountain. I wouldn't have noticed in the first place if it weren't for the fact that occasionally sparring would result in combat logs (instead of sparring logs) about someone's armor deflecting the force of an unidentified impact. Eventually I observed it actually happening, so I've built a walkway around the outside of the barracks so if it happens again, at least they won't fall several Z levels and risk an unlucky dice roll crushing their skulls.
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# ? Feb 16, 2017 03:48 |
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Neurion posted:My sparring dwarves are still somehow teleporting themselves outside of the barracks walls and falling down a few Z-levels onto the side of the mountain. I wouldn't have noticed in the first place if it weren't for the fact that occasionally sparring would result in combat logs (instead of sparring logs) about someone's armor deflecting the force of an unidentified impact. Eventually I observed it actually happening, so I've built a walkway around the outside of the barracks so if it happens again, at least they won't fall several Z levels and risk an unlucky dice roll crushing their skulls. Nah their just sparring the mountain as a final boss
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# ? Feb 16, 2017 04:01 |
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Is it no longer a thing to just put every dwarf into a military squad that does nothing except take a super short patrol outdoors once a year to prevent cave adaptation? I mean you can't really do that in an evil biome but hey.
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# ? Feb 16, 2017 04:14 |
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Eric the Mauve posted:Is it no longer a thing to just put every dwarf into a military squad that does nothing except take a super short patrol outdoors once a year to prevent cave adaptation? I mean you can't really do that in an evil biome but hey. I hadn't really thought of that but I learned on .34 and cave adaptation vomit everywhere wasn't really a huge issue... I just put my tavern outdoors now and they're going in and outta there all the time. Neurion posted:My sparring dwarves are still somehow teleporting themselves outside of the barracks walls and falling down a few Z-levels onto the side of the mountain. I wouldn't have noticed in the first place if it weren't for the fact that occasionally sparring would result in combat logs (instead of sparring logs) about someone's armor deflecting the force of an unidentified impact. Eventually I observed it actually happening, so I've built a walkway around the outside of the barracks so if it happens again, at least they won't fall several Z levels and risk an unlucky dice roll crushing their skulls. I think what is happening here is you're getting hit by a bug where a dwarf will dodge into the wall and since he can't occupy the same spot as a wall he just gets warped to the other side of it, if the other side is empty. You can double up the walls which will prevent it. If your room is a square you can also put the armor/weapon stand in the middle and make the room designation end a square away from the wall so they won't be standing right up against it when they are sparring. That bug is a general bug with combat btw, meaning I def have had dwarves dodge through a wall into empty air above magma when in the middle of a fight before. e: looks like charging attacks can cause it, too. http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444 Moridin920 fucked around with this message at 05:11 on Feb 16, 2017 |
# ? Feb 16, 2017 05:08 |
Does a grate let Outside-ness through it, if you want to have somewhere inside your fort be anti-cave-adaptation but don't want it open so birds can fly in and steal things and annoy your residents?
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# ? Feb 16, 2017 05:39 |
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Zereth posted:Does a grate let Outside-ness through it, if you want to have somewhere inside your fort be anti-cave-adaptation but don't want it open so birds can fly in and steal things and annoy your residents? it's not Inside-ness that counts, it's exposure to Light. Anything that has ever been touched by the sun is Lighted, even if you put a floor of obsidian over it.
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# ? Feb 16, 2017 05:41 |
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# ? May 25, 2024 22:27 |
Excelzior posted:it's not Inside-ness that counts, it's exposure to Light.
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# ? Feb 16, 2017 05:55 |