Just a thought, but you could regen the start world with the Plantfix mod (http://www.bay12forums.com/smf/index.php?topic=141440.0).
Good idea - I'm using the Phoebus tileset, so if your mod is compatible with that, I'll use it.
Good idea - I'm using the Phoebus tileset, so if your mod is compatible with that, I'll use it.
It's not my mod, I just use it. :)
It does include a set of files for use with the Phoebus tileset, however.
The only drawback is a tendency to build up unusable leaves when processing plants. It doesn't seem to cause much trouble to me though.
BTW, how long are you planning for each 'turn'? I guess the first turns will be the starting four players making the initial museums?
On the whole 'items and or monsters may go walkabout' thing I suggest a bit of caution. Better to take care now than be stuck with the fallout later. If you make sure you get saves from just before the adventurer / fortress retires then you will be able to check what happens to the stuff while keeping a backup in case it doesn't turn out well. I've also had trouble (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7999) with retiring adventurers and unretiring fortresses before.
EDIT
Forum polling to see which site is best will take too long. I choose the north central island, the dwarven civ in that little protected valley. The north center continent has both good and evil areas, lots of good mountains, forests and grasslands, so if we start by collecting just from that lake near the civ, then expand to the mountains and grasslands of the valley, then expand out of that protected valley we can harvest from the "Good" area nearby, then adventurers can range farther afield for the "evil" submissions (we may need glass cells to keep the undead contributions from swarming out, eh?) I can see it now, a whole "necromancy wing" where visitors must sign a waiver before being allowed inside to see The Horrors Which Are Held Captive Within the Glass Vaults... (heh).
I was thinkingthat we'd all choose one of the locations by poll, thenI'd set up four rudimentary areas (basically four 2x2 embarks sharing their borders using "Play Now!". Initial building will be a 5x5 roofed log cabin with one wooden door leading in and the beasties pastured out front. Each cabin would be built in the corner of the embark that would face the three other embarks, such that when visited in adventure mode, they all seem to be grouped together. Any Player that successfully brings a new item to one of the four "wings" will get a 1-season fortress turn (ie: play until the announcement of the next season) to put their submission on display and add any new things to the "wing" that they like.
To quote some earlier postsEDIT
Forum polling to see which site is best will take too long. I choose the north central island, the dwarven civ in that little protected valley. The north center continent has both good and evil areas, lots of good mountains, forests and grasslands, so if we start by collecting just from that lake near the civ, then expand to the mountains and grasslands of the valley, then expand out of that protected valley we can harvest from the "Good" area nearby, then adventurers can range farther afield for the "evil" submissions (we may need glass cells to keep the undead contributions from swarming out, eh?) I can see it now, a whole "necromancy wing" where visitors must sign a waiver before being allowed inside to see The Horrors Which Are Held Captive Within the Glass Vaults... (heh).I was thinkingthat we'd all choose one of the locations by poll, thenI'd set up four rudimentary areas (basically four 2x2 embarks sharing their borders using "Play Now!". Initial building will be a 5x5 roofed log cabin with one wooden door leading in and the beasties pastured out front. Each cabin would be built in the corner of the embark that would face the three other embarks, such that when visited in adventure mode, they all seem to be grouped together. Any Player that successfully brings a new item to one of the four "wings" will get a 1-season fortress turn (ie: play until the announcement of the next season) to put their submission on display and add any new things to the "wing" that they like.
I don't see any 2x2 embarks ready to visit / unretire in the .zip file linked.
(http://imagr.eu/up/54172b169a969_museum.png) (http://imagr.eu/up/54172b169a969_museum.png)
I guess this area is the one being talked about?
This one? This belongs in a museum (kaypy) (http://www.bay12forums.com/smf/index.php?topic=57243.0)
I haven't used it, but reading the thread there's some doubt about whether item rotting will still happen or not.
Well, that's unsettling. Using the same seeds generated a different map, and continues to generate the same different map each time.
It's very possible that the wings of the Museum will prove to be a magnet for the very last dwarves on Urth - helping the entire Dwarven race not to slide suddenly into the darkness of total subjugation or even oblivion.
That was quick. I'm surprised you decided to head out to the elven towns when there's a plethora of woods, plants, seeds, barrels, cloth, thread, ect... all waiting to be put on display...
If dfhack has been advanced to 40.12, definitely lair the site, I guess. Dang! I suppose setting up an embark outside the Museum is the only way to keep those who make submissions around without having to hike in and back a few days to the human civ down south. Thanks for your perseverance.
I generally use mountain ranges as sleeping spots with adventurers when not near a sight I can safely sleep at.That works? I had no idea.
I suppose a series of camp sites are in order. This "site crashes with retired adventurer" bug really puts a crimp in my plans. However, so do the elves next door and I guess the marauding reptile men. I'm going to say: Whatever strategy works for you: do it. We may need to train up a few camps of military dwarves around the Museum to protect it, as well as create a series of "safe-houses" as we explore out from the Museum itself.
Good updates so far. Absolute freakin chaos from turn 1, but we're getting submissions, I guess. Ah - it seems as though we've stirred up some trouble from five-hundred years ago. I'll explain all in "Current Events"Ohh, I was at the museum. Hmmm I started there.
Good updates so far. Absolute freakin chaos from turn 1, but we're getting submissions, I guess. Ah - it seems as though we've stirred up some trouble from five-hundred years ago. I'll explain all in "Current Events"Ohh, I was at the museum. Hmmm I started there.
FYI, framerate is lower on the west side. I would trying to enter from the east. In the middle of the fort, which is north of a river head, a few tiles into the tundra.
Good updates so far. Absolute freakin chaos from turn 1, but we're getting submissions, I guess. Ah - it seems as though we've stirred up some trouble from five-hundred years ago. I'll explain all in "Current Events"Ohh, I was at the museum. Hmmm I started there.
FYI, framerate is lower on the west side. I would trying to enter from the east. In the middle of the fort, which is north of a river head, a few tiles into the tundra.
I did a test embark with the saved game in 40.13 and it looks like the wolves are slaughtering the mandrills and the unicorns are attacking everybody. The wildlife is going, er, wild, which is causing all sorts of frame-rate drop. For some reason, the dwarves I was able to speak with claimed they weren't at their homes, so the "lair" might have placed them all in the "wandering in the wilds" category, which makes finding out what the hell happened with the elven army an exercise in futility. We'll see how this all shakes out.
Then I retired for a time. After, of course, I laid claim to the site as its rightful master.
Sounds like you've been having fun! Yeah the monkeys wolves and unicorns have been in a continual state of warfare ever since I first woke up on the museum roof. (First, now deceased, adventurer).No saves. I run one file usually. If he crashes you guys just got an above average swimmer, on me. Not the end of the world to lose an untrained archer. But soo many bugsThen I retired for a time. After, of course, I laid claim to the site as its rightful master.
Did you keep a save from before you retired? Just in case of buggyness (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7999). I also suggest doing a 'test unretire' of your adventurer from a copy of your latest save before you build your half-way house fort.
No saves. I run one file usually. If he crashes you guys just got an above average swimmer, on me. Not the end of the world to lose an untrained archer. But soo many bugs
You're handing over to Planky then?
I'll probably give it a test run for a month and a half to make sure nothing is going to crash. :P I get paranoid.
Progress on the list is going well: all the plants are now accounted for. Once again, the link is here (https://docs.google.com/document/d/1S-cl2CImDN2pj0Gjrve461XS56jgteO_MHfQ9cPCmoc/edit). Editing is open to all.
I've got a bit of weirdness going on here. I did a 'test unretire' of each wing of the museum (see prev. post) and couldn't find pisskop's retired adventurer in any of them. (Tosid Alathenkos should be in the 'Other' list). Then I did a test unretire of Tosid, and I got massive lag whenever he is in local view (e.g. not fast travelling). Down to 2 fps. I think it's pretty much unplayable on my computer in adventure mode now. I will do further testing.It is like that on the site. Off site, its much better. And like I said, for whatever reason it was the best Ive had in this world @ the fort I built. Like awesome fps.
It is like that on the site. Off site, its much better. And like I said, for whatever reason it was the best Ive had in this world @ the fort I built.
Another update on the list: rocks, soils, and gems are done, moving on to metals. You'll notice I included Ice on the list, so I hope we can find a way to keep that frozen.
Edit: Done with metals (I also threw things like ash and coke in with those), and moving on to... Animals. Oh Boy.
Another update on the list: rocks, soils, and gems are done, moving on to metals. You'll notice I included Ice on the list, so I hope we can find a way to keep that frozen.
Edit: Done with metals (I also threw things like ash and coke in with those), and moving on to... Animals. Oh Boy.
Ice and other minerals display very nicely as "walls". However, that would require some on-site freezing to be dug up, then built with... perhaps part of an external display?
Have any wings been assigned classes of specimens yet?Not explicitly. Although the NE wing has all the skeletons collected so far (in the tent).
Never done anything with modding do I have to do anything special?
It is like that on the site. Off site, its much better. And like I said, for whatever reason it was the best Ive had in this world @ the fort I built.
Which is odd because I was able to adventure around the museum without any particular trouble. We could do a 'raw genocide' on unicorns + rhesus macaque. They could be causing most of the lag.
[EDIT] Vaporizing the unicorns and rhesus macaque didn't do anything useful.
I'm going to see if the FPS is still bad in fortress mode.
[EDIT] Yeah, it seems to be an adventure mode problem. Taperedceilings is running pretty well in fortress mode.
pisskop, I guess you don't have any earlier saves? It's pretty brutal but at this point I think abandoning the current natural history museum location or abandoning your progress might be the only way to fix this.
I could move the collected items right to the edge of the fortress then an adventurer could fast travel right up to the outside of the fortress. He'd only have to move a couple of steps to get inside and pick up everything. Then he could take them all away to your fortress before someone (planky?) has the job of making a new natural museum site somewhere that doesn't have massive FPS problems.
Or, we could roll-back to before pisskop's turn. :(
Unless anybody else has any ideas? We could post in another forum asking for an FPS recovery expert.
[EDIT] I went ahead and did that (http://www.bay12forums.com/smf/index.php?topic=144133.0).
[EDIT] On second thoughts, I think I overreacted a bit. As long as the fortress mode FPS isn't too bad the adventurer can drop items right at the edge of the fortress map. A suitable easy to find spot should be prepared for each fortress wing.
Most of the Museum buildings are built within five squares of an edge anyway, so dropping specimens off shouldn't prove too difficult.
Most of the Museum buildings are built within five squares of an edge anyway, so dropping specimens off shouldn't prove too difficult.
Lol, you missed a vital point. The museum buildings (with one exception) are next to the inside corner. So you have to walk all the way across the fortress area to get to them. :P
What is needed is a small drop-off point on the outside corner. I suggest using two raised bridges as they can be built near the real edge.
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Wow. If it gets so buggy that we start seeing regular game crashes I might have to mothball this game until those bugs get fixed.
I wonder if the adventure burial bug could be gotten around by just interring the remains into display cases instead?
However, I'm wondering if its because all the wildlife is pathing from one "wing" to another, and we happen to have four of them all adjacent to each-other?
However, I'm wondering if its because all the wildlife is pathing from one "wing" to another, and we happen to have four of them all adjacent to each-other?
It's possible, I suppose, but the FPS didn't increase when I turned all the unicorns and rhesus macques into clouds of pink fog.
You could try vaporising Tosid (dump lava on him with dfhack or something).I would prefer you not, but if you must . . .
If this all craps out, could we make four forts next to one another and abandon/retire them for wings?
Well pop isn't high.An outcast is a foreigner or somebody else not officially part of a population/accepted by the site's group. Not all outcasts are hostile outlaws. Refugees?
13 Dwarves
2 Dwarf Outcasts
2 Chicken Outcasts
2 Blue Peafowl Outcasts
2 Dog Outcasts
2 Dingo Outcasts
2 Pig Outcasts
1 Human Outcasts
1 Rhesus Macaque Outcasts
1 Sheep Outcasts
1 Guineafowl Outcasts
not sure why so many outcasts.
Well pop isn't high.An outcast is a foreigner or somebody else not officially part of a population/accepted by the site's group. Not all outcasts are hostile outlaws. Refugees?
13 Dwarves
2 Dwarf Outcasts
2 Chicken Outcasts
2 Blue Peafowl Outcasts
2 Dog Outcasts
2 Dingo Outcasts
2 Pig Outcasts
1 Human Outcasts
1 Rhesus Macaque Outcasts
1 Sheep Outcasts
1 Guineafowl Outcasts
not sure why so many outcasts.
Outcasts ARE refugees. I think maybe the next time we don't use "lair" on any of the sites. I'll gen a new world and set it up under a new topic head so that we don't have all this clutter. It'll be out by this afternoon.Okay that works. Looking through legends viewer seems Tosid had settled at different times at more than one wing.