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Internet Kraken posted:Oh hey a new thread. I stopped looking at anything DF related after loving up the last LP of it but now I'm getting hat craving to play it again. When was the latest version released? The main game hasn't been updated, but the mods/tools have been frequently updated. I suggest downloading the latest starter pack (for vanilla), or if you're feeling brave you could try the Masterwork pack. They both come with up-to-date sets of plugins etc. http://www.bay12forums.com/smf/index.php?topic=126076.0 http://www.bay12forums.com/smf/index.php?topic=125633.0
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# ¿ Mar 14, 2014 00:18 |
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# ¿ Apr 28, 2024 11:18 |
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Speaking of FPS and path-finding, is there some definitive answer to how much fort layout affects FPS and which layouts work best? My (poor) understanding of the path-finding algorithm is that it's best to have short, straight paths on a single z-level (apparently stairs are terrible). On that assumption, I tried putting almost everything on a single open level, surrounded by stockpiles, but it didn't work all that well (125-200 fps at the moment, with 114 dwarves). It's hard to say how that compares to my usual forts though, as I haven't done much testing. In any case much of the FPS-loss is probably because I opened up the first cavern and have way too much crap... Apoffys fucked around with this message at 21:10 on Mar 17, 2014 |
# ¿ Mar 17, 2014 21:07 |
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Moridin920 posted:The way the pathing works is that dwarves look at all possible ways to get to a destination, then pick the fastest one. Ok, I must have misunderstood then. I looked at a few examples of A* (apparently the algorithm used in DF) and it seemed like it would take a straight path if possible without considering all other paths. Like in this .gif, it doesn't start considering other paths until the straight path is blocked: http://en.wikipedia.org/wiki/A*#Example super fart shooter posted:What is the minimum amount of clothes required to not have negative thoughts? Would it just be shirt/trousers/shoes or something? Can you use dresses or robes in place of both the shirts and the trousers? From the Wiki: http://dwarffortresswiki.org/index.php/DF2012:Clothing posted:Dwarves may incur several different clothing-related bad thoughts from: Apoffys fucked around with this message at 22:27 on Mar 17, 2014 |
# ¿ Mar 17, 2014 22:24 |
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Moridin920 posted:Although if you still have that fort saved I'd be interested to see the effects of traffic designations; keep it a big open area and instead of walls use a bunch of restricted traffic designations and see how that changes the FPS. https://dl.dropboxusercontent.com/u/1320684/region1.rar Have at it. This was made with PeridexisErrant LNP r48 and the Phoebus tileset, but I don't know if that matters.
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# ¿ Mar 18, 2014 13:03 |
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Internet Kraken posted:IT KEEPS HAPPENING Try using traffic designations to mark the entire river as restricted, except for your bridge(s).
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# ¿ Mar 21, 2014 12:24 |
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How does Masterwork do it then? I know that crazy German guy has added a bunch of alternate metals and metal-like materials (steeloak and ironbark for example), so presumably you can just do it the same way he did. http://dwarffortresswiki.org/index.php/Masterwork:Metal#Alternate_Metal-like_Materials Yes, you can make "bloodsteel" from blood and ash...
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# ¿ Mar 27, 2014 12:24 |
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Makaris posted:I'll keep searching but it'd be neat if there was a utility that just told the game 'yeah you found fungus' so that'd it'd start generating on it's own. I haven't tried it, but this DFHack command looks like it should let you do just that. https://github.com/DFHack/dfhack#feature
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# ¿ Mar 28, 2014 21:59 |
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You can make almost anything out of almost anything in Masterwork. There's a special workshop for making stuff from bones.
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# ¿ Mar 31, 2014 14:29 |
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Vengarr posted:I wish that was a DFhack option. Knock fools out so that they can be properly hauled to a bed. It's been like that for as long as I've played DF (0.31-ish) at least, so it's not exactly new. Stagnant water can only be purified by a pump I think. "Water laced with mud", another contaminant, is fixed by using a deep well though (as it only applies if there's mud on the tile you take water from).
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# ¿ Mar 31, 2014 20:25 |
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4j is basically 4i plus some community bug fixes and new versions of bundled mods made by others. There was a (non-sticky) post about it, but apparently he forgot to update the main thread. http://www.bay12forums.com/smf/index.php?topic=137402.msg5128178#msg5128178
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# ¿ Apr 3, 2014 20:30 |
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What did the "digitout" mod do? You can just disable the warnings, though that is a bit risky.
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# ¿ Apr 4, 2014 15:56 |
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Michaellaneous posted:I have one question about cleaning water. I make a nice little room, smooth the walls, put a pump at the entrance and pump it into the cleaned room. Just make it deeper. As long as the well is at least 2 z-levels deep (so you're not collecting water from the tile touching the ground) you won't have any problems with dust/mud in your water.
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# ¿ Apr 6, 2014 15:21 |
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It used to, but something changed a couple of versions back so that it wasn't necessary anymore I think.
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# ¿ Apr 10, 2014 16:11 |
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JBtheman posted:I've watched a few "Let's Play" episodes of the Masterwork mod and everything about this game looks great. Is it even feasible to jump straight in to Masterwork or should I look in to the LNP first? The depth of Masterwork looks pretty amazing, but would it be easy to be overwhelmed if I jumped straight in to that? I recommend starting with the Starter Pack (basically an updated LNP). Masterwork is great, but it adds quite a lot to the game and additional complexity is the last thing you want as a new player. http://dffd.wimbli.com/file.php?id=7622
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# ¿ Apr 24, 2014 21:08 |
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There is some Masterwork-stuff on the regular Wiki, and there's an extensive manual (bundled with the mod). Not aware of anything beyond that though. http://dwarffortresswiki.org/index.php/Masterwork:Main_Page Edit: The manual is also online (http://mwmanual.mapforge.net/Manual.html) and there's a database of items (http://dfdb.info/). Apoffys fucked around with this message at 20:00 on Apr 27, 2014 |
# ¿ Apr 27, 2014 19:56 |
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Splode posted:How do you deal with Trolls and other building destroyers? Or is that just part of the 'Fun'? A simple moat would keep most of them out, filling it with lava is optional. A roof to keep out the fliers is probably a good idea too (they can't destroy constructions like walls/floors).
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# ¿ Apr 28, 2014 14:39 |
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Shbobdb posted:So, what are some good LP's of DF, ideally with a decent facelift? Aside from the classic of Boatmurder. Bronzemurder is good (and nicely illustrated). http://bronzemurder.timdenee.com/
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# ¿ May 1, 2014 19:41 |
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I don't think fortifications are impassable when they're completely (7/7) covered in liquid. You could in any case ensure the survival of the miner by making the last tile before you hit lava a diagonal channel and putting in a floodgate (and build a fortification next to the floodgate after you close it). Grates/bars are still impassable I think, but vulnerable to building destroyers. Best to just fill up a reservoir with what you need, and then close access from the outside with a floodgate.
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# ¿ May 1, 2014 21:05 |
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canepazzo posted:Is there any way to turn off the silly ore processing part in Masterwork? I hate having to go ore-bearing rock -> ore -> bar, it just seems to add an extra step arbitrarily; not to mention it screws with Workflow on blocks, since it's a source of blocks in itself. I haven't tried it, but I think it should be enough to just disable the relevant buildings in the launcher (ore processor and maybe slag pit too if you want to get rid of that as well). Might have to generate a new world for it to take effect.
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# ¿ Jun 5, 2014 16:18 |
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That's..... beautiful. I am now forced to steal your idea for my next fort, though I'll probably gently caress it up and flood the fort with magma.
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# ¿ Jun 10, 2014 18:53 |
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The starter pack (http://www.bay12forums.com/smf/index.php?topic=126076.0) has all the stuff you need (Therapist, tilesets etc). I don't know which tutorials are good, but you can just ask here when you get stuck. The main things to deal with early are safety (your dwarves are practically defenseless against goblins and such) and food/booze supply (you'll quickly run out of supplies). To get some degree of safety, dig your way into a hillside and close the entrance with a (lockable) door (and eventually a drawbridge, which is better and more difficult). To provide food and drink, build a plump helmet farm and a still.
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# ¿ Jun 14, 2014 11:09 |
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Yeah, you choose what races are playable in the Masterwork GUI ("Masterwork Dwarf Fortress.exe") before generating a world, then you pick a race when embarking if I recall correctly. Also, you don't need to install DFHack on top of Masterwork, it's included. Masterwork is a complete package, you don't need to add anything to it. The newest version of MW is 5.0.7, which you can find here: http://www.bay12forums.com/smf/index.php?topic=125633.0 Edit: Also there are manuals (I don't know how good they are, but they exist) for all the races. They're in the Masterwork folder as .html-files. Apoffys fucked around with this message at 00:29 on Jun 17, 2014 |
# ¿ Jun 17, 2014 00:26 |
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Possibly A Ghost posted:Honestly, they're pretty much guaranteed to starve to death no matter what. Even if you pasture them all, they'll all try to eat only the grass at the top left corner of the pasture and will beat the poo poo out of each other for the right to do so. Most livestock can be kept alive, you just need to split the herds up. Instead of having one huge pasture with all your animals, distribute them between several smaller pastures. If the animals in a pasture are fighting, it's too crowded. If they eat all the grass in the pasture, it's too small.
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# ¿ Jun 17, 2014 12:15 |
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I think for some things (like choosing which of the available rocks to grab when building a wall), the game just picks whichever is closest in a straight line rather than choosing the one with the shortest path (probably because the actual pathfinding is terribly slow and needs to be used as little as possible). So a rock 10 levels directly below would be preferred over one 11 tiles away on the same level, but not over one 9 tiles away. The only problem I've had with pathfinding is that it gets slow after a while (leading to low FPS), with a big fort and lots of items. If Toady doesn't play fortress mode much, that wouldn't be noticeable or a problem for him... As for the military system, it's needlessly complex and yet doesn't give you enough control. You can control pretty much every detail of someone's uniform, but you can't give orders beyond "attack this guy" and "go here". You can force someone to wear a specific sock, but you can't make your squads fight in formation (so they'll charge one by one into a storm of goblin arrows). It's generally easier to just build elaborate traps to kill any invaders.
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# ¿ Jun 19, 2014 00:29 |
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Masterwork doesn't have regular dogs/cats/cows etc by default (not sure if you can turn them back on), it has various made-up creatures instead.
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# ¿ Jun 20, 2014 12:21 |
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canepazzo posted a screenshot with a tileset a few pages back, it looked better (easier to tell the difference between levels):
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# ¿ Jun 28, 2014 20:09 |
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I don't know of any way to do precisely that, but this command might help you anyway:DFHack manual posted:copystock
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# ¿ Jun 29, 2014 00:43 |
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Suicide Sam E. posted:Does anyone have a recommended scheme for hauling? I always turn off stone and wood hauling for miners, and wood hauling for lumberjacks. That way I can always be getting important work done. I never have recover wounded for essential doctors (but yes for expendable nurses) after reading someone's suggestion that maybe sending important medical dwarves into danger would limit the viability of the entire population. Right now most of my hauling decisions are orchestrated around each dwarf's specialty and the seasonal trade caravans. I don't even need anything from the caravans, but they are a foolproof means to get rid of masterwork items as well as acquire absent resources (clay in my current fort). I usually just put the idlers to hauling and turn off hauling for everyone else. It's done in seconds with Dwarf Therapist; just turn off hauling for everyone, let the game run for a few seconds, sort by job in DT and then enable hauling for every slacker not working. You'll have to make exceptions for anyone important enough to be allowed to idle though (like doctors and smiths). Alternatively, you can just permanently assign anyone who looks useless to hauling, and let everyone with a real job focus on that. There's usually a huge population surplus anyway, no need to waste the time of more important dwarves with jobs like hauling.
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# ¿ Jun 30, 2014 19:05 |
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GreyPowerVan posted:Yeah, I was thinking of trying to get the Dwarf Therapist optimizer to working but I can never figure out a good ratio for jobs and just in general getting it to work is a hassle. Does anyone have one for Masterwork already set up that I can look at? https://dl.dropboxusercontent.com/u/1320684/Master%20Plan.csv I haven't used it in a while, so I don't know how well it works in the newest version of Masterwork, but it's quite simple so you might want to just set up your own. Professions that only need a few workers (like smithing) get a ratio of 0,50, professions that need many workers (like mining and furnace operating) get a ratio of 2. Max jobs per dwarf starts out high, then you can gradually reduce it as you get more workers. Just put in whatever number gets you a decent number of workers per job. After you run an optimization, assign any idlers as haulers (with the possible exception of your broker/bookkeeper/manager/doctors). Just sort by jobs and turn on hauling for the entire "no job"-group. You need a decent sized population for the optimizer to be better than manually assigning jobs, so I usually don't run it until after 2-4 waves of immigrants. Edit: Also, any professions you don't need are best removed from the list (like fishing and hunting). Apoffys fucked around with this message at 21:24 on Jun 30, 2014 |
# ¿ Jun 30, 2014 21:14 |
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Tias posted:Having a spell of illness that makes me stuck inside for some time, and though it terrifies me, I'm thinking of getting into it again. Any changes since last year? Lots of changes, but only through mods as mentioned. Try the Starter Pack (vanilla DF with improvements) or the Masterwork pack (heavily modded, with lots of different races to play as). http://www.bay12forums.com/smf/index.php?topic=126076.0 http://www.bay12forums.com/smf/index.php?topic=125633.0
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# ¿ Jul 1, 2014 19:26 |
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khy posted:Honestly? What I personally would like is better sorting on many of the lists. For example I would LOVE IT if I could sort my dwarves by their 'job name' as opposed to their skills in-game. But can't you basically do that in Dwarf Therapist? You can assign custom profession names and group by profession. You can also assign custom nicknames. There's a DFHack plugin (I think it's in both Masterwork and the Starter pack) that sorts some lists alphabetically when you press "shift-alt-n", those dwarves with nicknames end up at the bottom of the list.
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# ¿ Jul 9, 2014 22:33 |
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Angry Diplomat posted:Alright, I'm at work and have my DF directory open. I just need to upload the data/save/region1 file if I'm not mistaken (that's my only region, so...), but someone please correct me if I'm wrong. I usually use Dropbox (https://www.dropbox.com) for this sort of thing, but you need to make a (free) account. I guess you can use Mega (https://mega.co.nz/) if you don't want to make an account, but I haven't tried it, so I don't know how well it works. Use Winrar or something to compress the save into a single file first. If using Dropbox, put it in your public folder, right-click the file and select "Copy public link" and post the link here.
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# ¿ Jul 10, 2014 14:17 |
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Gimmick Account posted:Are human fortresses reasonably playable if I were to add the '[CIV_CONTROLLABLE]'-tag to them? I've read somewhere that due to them not having any nobles, they cannot trade or have military squads. Any truth to that? I have no idea, but the Masterwork guy is working on a mod to make them playable (in DF2012). It's not finished, but there's a test release apparently: http://www.bay12forums.com/smf/index.php?topic=139518.0
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# ¿ Jul 11, 2014 13:25 |
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Probably because dwarves are set to "collect webs" automatically. You can disable that in the orders menu, or just deny them access to the cave by using burrows.
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# ¿ Jul 11, 2014 17:37 |
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pisshead posted:I'm having countless problems. Here are a few workarounds for the seed problem. Basically you need separate stockpiles for collecting and storing seeds (by using links), none of which should have barrels. http://dwarffortresswiki.org/index.php/v0.34:Farming#Bugs pisshead posted:I don't have enough skilled workers in poo poo that actually needs doing. Just assign some useless dwarves to those jobs, they'll learn quickly. pisshead posted:Even though I have three masons with some masonry skill, and jobs that are requiring masonry, they just sit idle with no job. How do I force someone with masonry skill to do the masonry jobs that need doing? They have permission to do it. Do your masons actually have masonry enabled as a job? Can they actually reach both the job site and wherever the materials are stored? Burrows, locked doors and raised bridges might prevent them from getting there.
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# ¿ Jul 13, 2014 10:34 |
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pisshead posted:I have spawns in the stockpile though. Could still be the same bug. If you have two seed bags in the stockpile, and someone moves one of the bags after a farmer has decided to use a seed in it, the farmer will still cancel the job because he wanted to use a specific seed which he can't reach any more. He'll probably try again and pick a different seed, so he should eventually be able to plant stuff, but in the meantime you'll be spammed with "cancelled job"-messages.
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# ¿ Jul 13, 2014 15:57 |
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Salvor_Hardin posted:So regarding moods: I have a dwarf that just claimed a mason shop and mutters about needing stone, rough gems, and cloth. Check the workshop ("t" I think) to see what he already has. Maybe he wants thread instead of cloth. If you're on DF2012 there's a DFHack command to see what a mood needs, "showmood".
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# ¿ Jul 19, 2014 00:44 |
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Fargo Fukes posted:How do I tell my dorfs to stop climbing into the drymoat to clean up monkey poo? Seal it off or use burrows. There might be something in the orders menu too, I don't know.
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# ¿ Jul 20, 2014 13:17 |
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TyroneGoldstein posted:I kind of miss the volcanoes from years ago where they wouldn't be one monolithic shape. I hate having to sacrifice some poor schmuck to actually tapping the drat things. You can hack into a volcano without killing the miner, by channeling instead of digging. Dig a 1-tile wide path to the volcano as you normally would, then channel the last tile instead of digging. This creates an open space on the tile below, which the lava has to fill before it can flow into your corridor. Should give you plenty of time to close the floodgate you've rigged to close the tunnel. For extra time, channel the last tile diagonally, as fluids flow more slowly diagonally. Also, make sure to designate some mining work in a safe area when your miner starts channeling the last tile, because then he'll immediately run there to do it rather than stand around thinking about what to do next.
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# ¿ Jul 20, 2014 13:33 |
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# ¿ Apr 28, 2024 11:18 |
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I haven't played in a while, but last time I played Masterwork and there was a neat little plugin with an inventory window you could toggle on/off with a key binding. It basically showed how much you had left of half a dozen important goods (coal, metal bars, food, drink etc), so it saved me a bunch of time (since the regular stocks menu is such a pain to navigate). I don't remember what it was called though. Playing with the Starter Pack now, is that plugin included or is there a way to install it?
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# ¿ Sep 17, 2014 12:08 |