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Messages - Fleeting Frames

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1
To be clear,  the ramps are not actual in-game image - such isn't possible until Steam DF release.

Not sure what you mean by TWBT compatible, either. Editing the art used in punctuation and words?

2
DF Dwarf Mode Discussion / Re: Trivial findings
« on: November 09, 2021, 09:33:42 am »
Nope. The list of things a Jeweler can make is limited - only raw-definable options being toys and instruments.

3
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: October 16, 2021, 07:31:57 am »
Bit late, but heavy aquifers should be generated when your drainage % 20 == 7, that is when your drainage is 7/27/47/67/87 according to Toady.

Incidentally, this means that hilly rocky wastelands should never have heavy aquifers (50 to 65 drainage).

4
That it happened to be sand is purely coincidence, because the game internal structure doesn't support non-layer soil materials.
It's not the first I've heard of the phenonema, but I don't know a way to quickly and certainly replicate it.
dfhack's tiletypes aside, in most cases you could cast obsidian wall 1z above the boulder/pebble, then dig away the obsidian wall (reverting it into soil floor), then cave in that soil floor on top of the boulder; Tested in 44.09, caved in black sand floor to get peat floor where pebbles were. However it is worth noting that inspecting the tile with probe afterwards tells that it still nonetheless kept its "no grow" tag (and nothing grew there in the time 48/50 tiles of dirt road regrassed).

Btw, in same version testing, Subterranean/Inside/Above Ground tiles (stockpile tiles on unretire) failed to grow any moss after cavern revealing. Revealed and refloored soil grew aboveground grasses.

Wait, so are you saying that new stone created in mid-air, when mined away, will leave a soil floor behind?  And then you collapsed that floor down on top of the pebbles, and the pebbles were replaced with that soil?
Almost, but not quite. When I collapsed said soil floor down, the pebbles got replaced with different soil (as the layer material for soil was different zlevel down).

5
dfhack's tiletypes aside, in most cases you could cast obsidian wall 1z above the boulder/pebble, then dig away the obsidian wall (reverting it into soil floor), then cave in that soil floor on top of the boulder; Tested in 44.09, caved in black sand floor to get peat floor where pebbles were. However it is worth noting that inspecting the tile with probe afterwards tells that it still nonetheless kept its "no grow" tag (and nothing grew there in the time 48/50 tiles of dirt road regrassed).

Btw, in same version testing, Subterranean/Inside/Above Ground tiles (stockpile tiles on unretire) failed to grow any moss after cavern revealing. Revealed and refloored soil grew aboveground grasses.

6
FWIW, when I added the ^ char for string matching, what it did was just the equivalent of triplicating your five lines of overrides into fifteen. The number of actual overrides remained same as before. (PS: Forked it and put code on github now.)

7
DF Gameplay Questions / Re: Water Generation
« on: August 13, 2021, 08:00:05 am »
@Moetaru: You can indeed generate water (or magma) with a minecart, but you got it slightly wrong.

Specifically, a floating / flying cart will only take on fluids from 7/7 tile and will use only 1 unit of fluid to fill fully.



8
How to make vermins overrides?
If you've been seeing me using them, that's from using custom copy of TWBT for it compiled for 43.03 - in basic default TWBT, though, a vermin would most of the time treated like a terrain, so if you give your vermins unique tiles not used by other terrain you could override them by overriding all walkable terrain with that specific tile (assuming there's no overlap with other items or creatures).

9
Thanks!

Not sure who would be most fitting -

There's Kogan Uzoleg, our high master tanner, but they're active-duty milita captain and we have plenty of other tanners.

Tossing the skins in minecart can be done by anyone, and butchery is also widespreadly enabled.

No, for unique positions, I guess it'd have to be the mechanics who build, load and reload cage traps. The top mechanic is active-duty spearmaster, second one is expedition leader wearing too many hats at once, third is main mason, but fourth....Ah, yes, this should be fitting:

10
Honored dead...Well, they can come back as ghosts for now. I'll have to make proper caskets for them, though.

Why put it off? Well....

....Two weeks ago, I did setup for putting some fire imp skins in minecart through cavein - meant for splitting them for greater yield post-reanimation.

The system for that is the following:

1. Any skins taken from butcher are put in minecart:

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2. The plate triggers the hatch below, allowing skins to drop into reanimating area with no way back up:

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3. From there, the alive once more skin wanders into cage traps

||

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The cage traps are burrow-restricted to only take from inorganic cage stockpiles.

4. From here on out, the skins are put into another minecart that fires them into wall at high speed to break them apart:

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The door is floating over the northern downramp, and there is another ramp under pressure plate linked to 50+ weight to accelerate cart.

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Southern pressure plate linked to floodgate as delay, northern linked to northern floodgate and grate to allow retrival of cart, cages and skins after the latter pass through fotification.

Now, there may be some old metal cages to get rid of...

||

But what's this?

||

Testing reveals, yup:

Animal stockpile with Allow Plant/Animal permitted and Non-Plant/Animal not permitted takes no filled cages.

Animal stockpile with Allow Non-Plant/Animal & animals permitted takes all animals, regardless of what material their cage is made of!

I check whether this also occurs in 47.05, and....It doesn't. Seems Toady fixed this issue sometime in last five years.

Curses for me, though! I guess I have to sort the cages by weight or something...

 

I tried, for a change, engraving the floors with hidden mode....

||

Bit too bright? Removing the parts not under workshops, for now. Maybe it'd work better with engraved walls at same time.

Though there were significant compromises to the appearance of floors, anyhow...

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This is better

Speaking of floors, noticed a small error:

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Namely, I set image of lever on smooth floor to be overriden into ó so I could write DODÒK - but that applies to actually built lever. Have to think how to work around this one...

 

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The wrens don't even run from &

Seems Arhery targets in front of bars will stop shooting - as will inactive state.

Incidentally, turns out the wren child the Wasp monster killed became historical at some point, and thus granted them a name. Two more kills to get a title for Urvad, then.

But those unrevealed traps sure do work

|| || ||
*Unwraps old plans for silk farm...but doesn't have enough fancy colours!*

Albeit the bait sometimes kills the target

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The Petitions start paying off.

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Orginally a poet, their great teaching skill and competent crossbow skill slots them in well as future crossbow team driller. Why shoot at target when you can demonstrate?

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Hm? You've spent 2 years idling here and haven't danced once?

I guess that's my bad.

But my haulers are overburdened with sieger clothes, so with that, it's end of winter 1397 - Next year, in Hydra age, may the goblins hit the dancefloor!

11
FWIW, workflow doesn't check input materials at all. It'll periodically resume the job when you're below the threshold for enough products, regardless of how many you have (though it'll get resuspended once dwarf sees you lack mats). 

As for the problem of "train up legendary gem setter", I guess I'd use clay gather zone right on top of profiled Jeweler, and for the encrust goods I'd use something very plentiful like old clothes, controlling the inputs with burrow restriction. Could make earthenware crafts at adjacent magma kiln but that's an extra step. No mess with input stockpiles, though it'll get cluttered on the road to L+5 so probably some outputs next to depot.  Need 250 encrust jobs for this, so I guess 5 stacks of 50 (so there's not a moment there's 0 jobs in shop) would do it.

I'm not sure what the "nearby" trait even does outside of butchery, tbh. Might want to test that it works.

12
Conversations...might be tricky.

DF dialogue tree total structure is hardcoded. Sure, you can talk about different creatures in the world, or have different conversation options with your lord than a bandit, but you can't really add all-new options the NPC will use on their own as appropriate.

So you might need to code your own things that accomplish the same effect (of displaying the test that NPC said these words) if what conversations you want to accomplish cannot be done in that system. I don't know what Gothic 2 conversations are like, though, so can't say myself.

For map tools, there's indeed tiletypes (and builder). But more usefully maybe: myk is currently working on stuff like dig_now and build_now plugins for dfhack in development branch to ensure automatic testing of quickfort maps, which might mean you might only need to convert the Gothic 2 map to spreadsheet for broad structure creatable by dwarf.

13
Hello. I recently upgrade my system from 16 to 20, and got similar issues where my 32bit versions of game (43.03, 42.06) wouldn't start, and this error was part of the problem, at point getting nothing in console but Failed to load module "atk-bridge" or getting " DFHack fatal error: Not a known DF version. " - which aren't necessarily useful errors here.

I managed to solve the issue, however:

For fix, I did the following
1. Install all the old and new libraries wiki mentions - with the exception of libjpeg62-turbo (but I did get libjpeg-turbo8, libjpeg62, libjpeg-tools and libjpeg-turbo-progs).

2. Ineptly try to find more libraries to install like ones relating to ncurses or mesa or libz

3. Get error of curses_640x300.png not found . Use https://dwarffortresswiki.org/index.php/DF2014:Installation#.22Not_found:_.2Fdata.2Fart.2Fmouse.png.22
- note here: for regular DF launching I had bit different path (determined by locate) and needed to use export LD_PRELOAD=/usr/lib32/libz.so.1 in df file, and have distro_fixes.sh in folder for dfhack file (as dfhack shell script find it and calls it to locate zlib).

- simply adding the same line in dfhack file wont work - this is indicated by the error:
Code: [Select]
ERROR: ld.so: object '/usr/lib32/libz.so.1' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.

(meanwhile, with ./df you can instead get errors like ERROR: ld.so: object 'libgtk3-nocsd.so.0' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored.)

4. ensure the df_linux/libs folder has libopenal.so and libsndfile.so symlinks - present in most, but not all of my lots of copies.

At this point, the game launches in TEXT or 2D modes, but not OpenGL modes, getting same error as OP alongside libGL error: failed to load driver: swrast

5. in libs folder, rename libgcc_s.so.1 to libgcc_s.so.1.backup, or delete it. For me, the game now can run all the normal openGL modes such as STANDARD, VBO or TWBT.

Note that this does rely on your system having better libgcc_s.so.1 handy. This may not be always the case.

14
Round 33, after longer than I hoped. As pointed out above, this has taken years. Now, my plans are grand, but they're not THAT grand.

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Found the fleshy wasp. Omnomnom!

The save corruption was a bigger pain than expected. I believe I've fixed some potential issues (and became aware of others - e.g. disabling confirm dialog resulting in gui sharpnel) I initially underestimated how much I'd have to redo. Though it'd be just 1 update, but no - I redod was everything since spring, total of five. However, using vanilla DF to check, either my system hardware itself induces the corruption now or the issue that occurs in winter 1397 in particular dates back years, at least to the save where I first switched to TWBT next.....I was too weary to check further when I knew how to work around some of the crashes.

But this save might be on limited lifespan, given that.

Well, at least dfhack.buildings.deconstruct can remove buildings I find cause crashes in .47.
Spoiler: Or are otherwise weird (click to show/hide)
And things went smoother, if I say.

Mostly redoing what you see above which I'll not mention here, but some changes. Ranger Kol, spear and crossbow squad leader, died. Iton lived, and so the temples to their gods didn't came to be.



A weird happening: I have no wild animals. This, in itself, isn't weird when I have a locked-away wild horse, but...

Zasit, my Legendary Gem Cutter, took a fall week ago, when removing stairs.

||

Now they took a second fall, while gathering plants.

Why are they in particular so clumsy? I am baffled. Certainly nothing to do with their poor spatial and kinesthetic sense, I am sure.



I get surprised by a 3rd siege on 3rd day of the season, when I had send my warriors back home. Bad, when I have hospitals on the battlefield!

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Well, now this went bit more exciting!

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I keep putting off the swim training...and paying for it.

But, 3 days?

I'm suspicious...

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That, indeed, these are not zombies, but regular goblins from ogre-boasting dark fortress! Coming to my fort when it's at 79 pop!

Nice to see that those skirmishing attacks do occur. And I did get two feather wood shields off it, so not bad.

But they're not the only invaders!

Bronze colossus enters the fort. Iskak Bladeblazed the Scalded Controllers of Standing is one of two megabeasts of the world, and the one with four-digit kill list.

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It'd have been nice to use them for archery practice.

As is, though, between lashes and steel longswords, it has little chance.

Unexpectedly, from over the ocean

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As they are the only one of their kind, I cannot breed them. What then?

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Fight.

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Despite combat skills on Obok UristUstuth, it doesn't go well for them

They could have made an excellent warrior, but I forgot to add them to military...Ah well.

But what's this? Second dwarf joins the fray, with an iron pick!

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It goes badly for them too.

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Obok soon dies as well, but no matter: Another miner/herbalist and a caravan hammerman join the fight!

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Èrith Nunùrshorast climbs into the fray!?

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No, I don't think so. Not yet. I don't want the end of the age of Obruk Guttergoals to end just yet! I have plans...Plans that say their corpse must remain fit for reanimation.

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This is not you last fight, Obruk.



||

Say hello to young Unib, Atal. Let the husband see the baby, too ♥

Interestingly, even after Atal's citizenship petition, Ineth was still born with the cultural values of The Empire of Rooting.

Like her older brother and sister, she will have the size to dual-wield two-handed swords. Like her siblings, she might not be best person to do that.

I'm going to do it anyway.

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They lie

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Shipping for the shipping god!
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A neat use for gui/timeout: Wait list for wall:

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With needing to delay building it, I could suspend it, but that risks forgetting to unsuspend.

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This way, there's no issue.



Some job priority weirdness:

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Asmel was set to haul some goblin skeletons to stockpile....yet once they got nearer to road (1z below on central stairway), they blinked ? and switched labors. This is without road building job being marked high priority.

Not only, but I notice broker cancelling job to trade at depot to diagnose patient.



Fights

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Ripping apart the lung, knocking both in hospital...The goblin is citizen of the Wickedness of Gold as well.

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Will they start a fight when I get invaded by Wickedness of Gold? The above says no...But perhaps accepting their petition was a mistake.

Yet, I hesistate to condemn one whose Petition I accepted. My first instict is to protect my citizens, after all.

Not only that, but being agile & strong makes her ideal for gobliny long-distance tasks like mining. Yet giving her a mining pick now...

...Lets nickname them "Strike One"



Wrens reverting to wildness....

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They should have been caged, but now they regain flying ability and leave. Hm.

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...Well, some leave.



Some time ago, I was setting up engraving walls to note: Kadol was buried here.

Well, I accidentally engraved C instead of A. So, erasing that....Carve Fortification, then obsidian-cast:

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!!!

Apparently, track stop (set to dump to south) wont dump into map edge?! New findings about DF everyday.

...Or no, in another accident it seems to be because of the timing - normally, dumping into a wall erases water/magma, but if you dump both at same time, it'll instead obsidiancast the trackstop.



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Disappointing. My bait animal turns out to be too dangerous for them...

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At least they look cool.

Later on, statue toppled, and...Oh?

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Ignored?

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Delightful!

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But I still have to deal with corruption. Why start of winter 1397 in particular is the issue? I don't know.

But I know I need to handle this siege without looking at it - and with only mace and hammer lord ready to jump into fray, the fight would go poorly...if it wasn't for the enemies having eleven weapons, deflecting off the armor.

Nonetheless, some bites get through, and....

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Shaken, but not stirring.



So I cut down a tree under a gander.

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Gander decided to not fall, of wonder of wonders. More evidence that they're simply unwilling, not unable to fly.



Scaffolding

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It's weird that this is the way I make those corner walls...Though tbh, I could handle that in another way, by using wall below them as support.

Nonetheless, it allows to display the colours of rock salt, slate, alabaster and stibnite birdges.

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Alas, I still don't manage to do it safely.



the Great-Axer Meng Ukoshtukos is hunting

Bit unusual, but nothing too weird....

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Apparently, hunters can target unrevealed creatures?! That's...Cool, but not all that great actually!



The in-aquifer rainfall research library under a murky pond.

Maybe this is bit of foolishness. After all, casting these walls isn't truly neccessary.

|| ||

Yet it proceeds apeace, losing wheelbarrow by wheelbarrow to magma carts - just remaining on same tile is enough to keep heating them up.

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But I lose 1, 2, 3, 4, 5 dwarves that get obsidian-cast by magma backflow from second cart. Some remain in walls, other I dig an dump out in above.





Similar to rainfall library, I wish to ensure the aquifer garden is lined with obsidian. Maybe a bit more automatic this time:

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But this means I need lot of mechanisms for dozens of track stops. Enter the repeating marble mine:

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While not fully revealed since holding off on training for moods, it's nonetheless potent. Not as potent as it could be, though.

At the very least, trees are finally growing under the green glass

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A reacher? Sweet!

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Or so I think

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The unarmed squad member I send to fight to train dies?!

There can be only one sort of honor to that!

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Revenge!



Ejas Etusrabin, Human Poet has been found dead.

Inevitable? Fated? Because of the testings, I've ran this season many times, and my Guild Representitive always dies around this time.

This time, he died late autumn, from fighting the gray langur in late summer and losing both arms. Infection.

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He's not the only one. Kadol got their throat torn open. Curious if that can be treated, I set dfhack to fill their blood to two-thirds full every 100 ticks - initially twice more than enough, but after few months...They died peacefully in bed.

However, I learned something from that. While it seems ice cast and regular constructions accept a fountain of blood just fine....

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...It seems like ice boulder constructions wont stick blood to it?

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..Or no. Some of those are dug, not constructed ice stairs. Same biome too. Not sure what to make of this, but seems like there ought to be a way to build hemophobic fortressi.

Alongside construction accidents above and learning that a dwarf will dehydrate when the creature they're trying to pasture is in impassable tile of workshop, the migrants barely keep my fortress population even.

...Well, who remains finally gets the drowning training I wanted:

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But I still have to deal with corruption. Why start of winter 1397 in particular is the issue? I don't know.

But I know I need to handle this siege without really looking at it (a quick test in 47.05 shows me one troublesome zone - but getting rid of that one doesn't solve it here) - and with only mace and hammer lord ready to jump into fray, the fight would go poorly...if it wasn't for the enemies having elven weapons, deflecting off the armor.

Autumn turns to winter, cherry leaves fall...

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Four score strong siege arrives to mountain halls.

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And this is the leader?

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Well, they're a smart one for sure. Zombies in the hole!

But since everyone was drowning, they're now all drinking, eating, sleeping. Only Èrith and Kol Zonsod, Legendary Hammerman, could run to the party.

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But the doors hold, and the army rises once more to battle.

15
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r2
« on: July 24, 2021, 05:07:13 am »
Yeah, I use something like that alongside building a table for what was already checked
Code: [Select]
(function getFlag(dfvalue, key)
    -- Utility function for safely requesting info from df data
    if not dfvalue or not key then return nil end --pairs crash prevention
    flagtypetable = flagtypetable or {} --memoization so it doesn't iterate through the dfvalue if we've already checked that type of value for given flag
    if flagtypetable[dfvalue._type] and flagtypetable[dfvalue._type][key] then return dfvalue[key] end
    if flagtypetable[dfvalue._type] and flagtypetable[dfvalue._type][key]==false then return nil end
    if not flagtypetable[dfvalue._type] then flagtypetable[dfvalue._type] = {} end
    for akey, avalue in pairs(dfvalue) do
        if akey == key then
            flagtypetable[dfvalue._type][key] = true
            return dfvalue[akey]
        end
    end
    flagtypetable[dfvalue._type][key] = false
end
The first lookup will iterate, further lookups will be just function calls that checks table.

I think there might have been some cases where memoriziation was undesirable, but don't recall them right now.

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