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Messages - ibanix

Pages: [1] 2 3 ... 11
1
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r1
« on: March 09, 2021, 07:17:35 pm »
Unfortunately, what happened is that I created a Captain of the Guard and didn't realize I had pending punishments. I removed the captain and even tried force-moving him as military via another squad, but he always ends up still trying to chain up some poor dwarf who just didn't meet a silly mandate.

2
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r1
« on: March 09, 2021, 04:27:51 pm »
Does dfhack have a way to unconvict someone of a crime? Or failing that, to force-cancel the job that chains up a dwarf for justice?

3
Why are init, d_init and world_gen files included in the modules (over-writing any custom ones)? Are there changes there that are specific to the modules?

4
Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: October 19, 2019, 12:03:28 pm »
Did this ever get backported to 0.34.11? Still running on that version due to all the crashes in the latest version.
No, and it won't be. Doing that would require digging up a corresponding version of DFHack, modify that, and release such a version.
This, in turn, would require ensuring all the DF structures relied on being available in the old version (or added to it, after verifying they indeed were the same back then), etc.

I have no objections to you trying to perform that feat, but to get a release you'd likely have to do all the groundwork as well as persuading the DFHack maintainers to release your updated old DFHack version (and I'd secure a promise before starting to ensure the work won't be in vain). Of course, you can do the work "privately" by downloading a base version of DFHack to your computer and do the work there for your private use.

I'd recommend 0.40.24 if you're looking for stability, but I started with DF at 0.40.0X (6, 7?), so I've never seen the old version.

I don't have the skill, so I'll just wait until a stable version of 0.44. Thanks for answering!

5
Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: October 18, 2019, 07:48:56 pm »
Did this ever get backported to 0.34.11? Still running on that version due to all the crashes in the latest version.

6
DF Dwarf Mode Discussion / Re: Nostalgia hit hard
« on: September 26, 2019, 07:40:04 am »
I've seen things you people wouldn't believe.
Militarydwarves who trained by engraving the quarries.
Tentacle demons rushing out of the adamantine chamber, leaving their crazy playthings behind.
Entire threads wiped out of existence after someone won the Most Evil Deed contest.
I've watched carp drag a legendary axedwarf into the river and tear him to pieces.
All those moments will be lost in time... like tears in rain.

I see what you did there, and I approve.

7
DF Dwarf Mode Discussion / Re: Breakage rate for trap components seems high
« on: September 26, 2019, 07:39:21 am »
I've never seen green glass spikes degrade as such, but I've had the trap destroyed and most or all spikes melted into evaporating puddles of "green glass" (can be carried, so they're not hot to the touch) when engaging fire based creatures (FBs and clowns: I haven't tried them on fire or magma men and the like).

My green glass weapons will degrade one step for each 2-3 hits.

8
DF Gameplay Questions / Re: Creatures are teleporting through walls?
« on: September 23, 2019, 07:02:58 pm »
That's quite the bug.

9
1) Mining and woodcutting labors break uniforms. This is highly annoying when you want your woodcutters to wear at least leather armor for random creature protection. Dedicate some miners and woodcutters and assign a bunch of war animals to them.

2) The absolute least headache, in the long run, for uniforms: Assign *every item* to your dwarves specifically. Use the 'choose specific X' option. You will save so much hassle on dwarves shuffling new equipment around when better stuff is available, and dropping the other ones in random places.


10
DF Gameplay Questions / Creatures are teleporting through walls?
« on: September 23, 2019, 04:53:52 pm »
In my most recent game, I have a one-wide hallway which is bypass cavern, eg:

CCCCCCCCCC
WWWWWWW
___________
WWWWWWW
CCCCCCCCCC

Where W is wall and C is cavern layer. The cavern is otherwise completely inaccessible. I confirmed this using DFhack's path-to-location script. 

One of my dwarves managed to end up on the other side of that wall and was mauled by a forgotten beast. Just to confirm this wasn't a one-off, I reloaded my save, and this time the forgotten beast managed to end up on the inside of the hallway!

Is this a known bug?

11
DF Gameplay Questions / Re: Suddenly I can't trade crafts?
« on: September 23, 2019, 04:50:08 pm »
Disable culling on mandates.

I... didn't even realize this was a thing. Thanks.

12
DF Gameplay Questions / Re: Suddenly I can't trade crafts?
« on: September 22, 2019, 02:30:59 pm »
The given solution, 'Search for "bins" on the trade window. ' does not appear to work (anymore?).

Testing with a recent save shows that I can not manually search for bins with a prohibited good inside from the trade window.

13
DF Gameplay Questions / Re: Suddenly I can't trade crafts?
« on: September 22, 2019, 09:13:10 am »
Bumping this topic. This is super annoying when you're making crafts and trying to use just one bin to move them to the Trade Depot....

14
DF Dwarf Mode Discussion / Re: Shared bedroom stuff on ground
« on: September 16, 2019, 04:10:12 pm »
These are interesting solutions! I like them. The statue garden is an interesting idea and   I may try that. Or individually assigned graves. That's right Urist, store your clothing next to your coffin muahahaha

15
DF Dwarf Mode Discussion / Re: Shared bedroom stuff on ground
« on: September 16, 2019, 02:13:13 pm »
I have this theory that if I put enough cabinets in, each dwarf will claim one and everything will work out.

Unfortunately my save has reached "crash every half hour" stage so I'm not going to be able to continue with it.

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