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Messages - lunaman22

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1
Kinda stupid. Playing for 12 years already is a long time to not get bored or die, 18 is a massive stretch.

2
When dfhack eventually gets updated for the steam release, will you port it to the workshop?

3
Mod Releases / Re: [47.05] LISA: The Dwarfful - Combo Weapons Update
« on: December 14, 2022, 01:14:42 pm »
Do you mind adding a list of what the different armours actually are and if there's any difference? My fort can make three different types of harnesses but idk if they're different or just for the RP. Same with trashcan armour vs barrel armour.

4
DF Dwarf Mode Discussion / Re: BUG: Ammo is broken
« on: December 12, 2022, 05:33:31 am »
- Civ burrows and having them drop what they're doing and go to a safe burrow.
 - Can't edit existing uniforms.
 - Dwarfs don't go grab uniforms (or if they do it's got a bunch of obtuse requirements)
 - Ammo can't be assigned, can't tell them to use bone bolts for training and eg metal for real targets (kind of important).
 - Squads don't even get ammo (or if they do it's got a bunch of obtuse requirements)
Out of all of the things I've had on my bingo card for DF's Steam release, Military getting worse wasn't on it.

5
Mod Releases / Re: [47.05] LISA: The Dwarfful - Combo Weapons Update
« on: December 11, 2022, 09:56:24 am »
Hey, I really enjoyed this mod and I was wondering if you are going to be working on a port to Steam for this?
I presume you'd need to wait for classic mode due to the fact that all the sprites would need an actual artist to do them and such.
If not, would you mind if someone else tried their hand at porting?

6
DF Dwarf Mode Discussion / Re: Steam: Labor
« on: December 09, 2022, 02:29:08 pm »
Ngl with how the labor system currently works, it feels more reminiscent to DFHack's autolabor than it does to the previous system. Not sure I like it, since it's way harder to shepherd your dwarfs into not doing dumb pointless stuff without adding custom orders. You can't even export them to use them in multiple forts. I wish Toady just implemented a therapist-like interface.

7
Mod Releases / Re: Dwarf Fortress: The Long Night 3.16
« on: December 18, 2021, 04:46:30 pm »
Hello, I made a submod of sorts using the musket-mod by zaporozhets. It makes the rail rifles fire full-auto and the shard missiles explode. It also adds smoke to all the guns when they fire. Installation instructions on the File Depot
https://dffd.bay12games.com/file.php?id=15792
I will continue to add more to it as I get ideas and work on them, if you have any recommendations or ideas please let me know.

8
Mod Releases / Re: Dwarf Fortress: The Long Night 2.1
« on: May 04, 2020, 07:31:44 pm »
Other than the pawns refusing to work sometimes, it's not lagging at all. Guess fourth time's the charm...

What do 3d printers do? I can see reactions to 3d print bullets and such in the code but I can't tell what races use them. Neo-humans don't as far as I can see.

9
Mod Releases / Re: Dwarf Fortress: The Long Night 2.1
« on: May 04, 2020, 04:53:08 pm »
I think I see why the pawns refuse to do things. They seem to become unfocused very quickly. I'm playing as neo-human and I started a fortress. In one month, every neohuman was unfocused due to unmet needs, being away from people, not being able to acquire something and so on. I'm not sure if you even changed anything about focus needs, but I don't seem to have this issue in normal dwarf fortress.

10
Mod Releases / Re: Dwarf Fortress: The Long Night 2.1
« on: May 04, 2020, 01:35:12 pm »
Gonna try a run without dfhack to see if it's still laggy.

11
Mod Releases / Re: Dwarf Fortress: The Long Night 2.1
« on: May 04, 2020, 01:33:48 pm »
Only thing is using basic dfhack. Hope that's not the issue though, dfhack's really useful.

12
Mod Releases / Re: Dwarf Fortress: The Long Night 2.1
« on: May 04, 2020, 12:23:40 pm »
Really enjoy your mod as an idea, the concept seems pretty good, but it's practically unplayable.
It's very laggy, and opening the caves makes it much worse even if there are only 1~10 creatures in there. Even with fastdwarf 1, the pawns end up moving as slow as they'd move if fastdwarf wasn't enabled at all, even slower. You can feel the lag with button presses too, since there's a noticeable delay when pressing up or down or any button for that matter. It's not because my PC is trash because it works perfectly with normal df and it only lags at around 150~200 dwarves.

There is also an issue where sometimes for like a day or two the pawns just refuse to do any job at all, which is pretty strange, but it ends quickly.

13
Tileset remains unchanged if I don't have creature sprites on, but if I do have then on, the tileset does change to its setting.
What do?

14
DF Dwarf Mode Discussion / Higher creatures numbers
« on: May 17, 2018, 11:42:37 am »
Y'all know what advanced world gen settings change the amount of creatures in the world?
I need them to train my marksdwarfs on live targets.
Aboveground and caverns included.

15
How do i change the tileset?
I set it to ascii but it didn't change.
The game uses two tilesets, one for graphics one for text. You probably changed the graphic one, but were still in the menu.

In the GUI you have "tileset" for the graphical one, and "TWBT" for the text one. Change both, try again. :)
Thanks famzilla.

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