Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - LordBalkan

Pages: [1] 2 3 ... 6
1
So I'm back with another update to this tileset/TWBT.
(Can see my fort with it on dfma if you wish)

Download here together with DF/DFHack/TWBT.

Thats honorable, thanks for this! I saw that the package is named "df_linux", that means it will only work for linux OS? Is that possible to utilize those while playing DF on Windows?

2
OMG totally posting to watch and support!

3
Just to help us out, are you using 64-bit or 32-bit DF+DFHack? I think the Ruby versions bundled with those are different.

I'm using a 64bit DF + DFHack.

4
(For reference, you can copy text from the console on Windows by right-clicking in the console or in the title bar. That makes it possible for other people to search and find these posts more easily - a screenshot isn't searchable.)
Oh me, oh my!! Sorry about that!

Here follows the code as was present in console itself:

Spoiler (click to show/hide)

About your sugestion on special characters and move the game to a different folder, yeah it totally works. I was using a "ã" letter to name the folder the game was in and when I renamed it the dfhack was back on trail.

Thanks for that!

5
So, I'm having problems while using DFHack.
To be fair, the game runs normally and so far there was no crashes or that sort of things.
But there is this Error Flood on DFHack console that is annoying and I don't know how to fix.

Spoiler (click to show/hide)

I've tried with PyLNP and with a fresh new downloaded vanilla version+DFhack direct from GitHub.

As I said, its not preventing me to play but I would like to know how to fix this, if its possible of course.

6
Posting to play!
I know its probaly going to be far future before we can put our hands on, but I'm fine.

7
Oh, wait... so what is the second from left-to-right? Looks like a grate or something.

8
Also: Stockpiles signs. (Last one is for custom stockpiles). I won't spoil the rest, the intent is to see if any are very unclear. ;)



OOOOHHHH!!! The coloured version, obviously!!

9
1. My opinion about the floor still the same for stockpile and workshops. At the end of the day there will be more fortress built on rock floors though, so if we think that it is possible to make a diorite/granite floor (that if I recall right are white-ish) and the floor was setted to be displayed instead of a premade dark-workshop-ground, the intent of making the tables lightish would be worthless. Then at this point the way out would do a table that could be readable no matter what color the displaying floor was, and then I would suggest that it would take too much effort. So keep the dark standard floor above all. Just my thought.

2. I recall seeing some of those furniture way early on this thread. And a still see the beds a bit off, since they look much more like a flat table and less like a comfy mattress.

3. Displaying the last deposited item? That would be fun! We would still need to use k to know what is inside but would be a really cool feature to see the last... That would be the first to be seen... and last deposited...  :-X

4. YES! I do not know how the game would choose among the variations, but it would be nice to have different furnitures making every bedroom more personal.

10
The sign idea is applicable for transparent/border/flagged/opaque versions.
And also occured to me that if the flagged version, displaying different colors for diferent stockpiles, are applicable, then why not merge the flag colors with sign symbols?

The graphicset will improve a lot of this current obstacle of ascii since there will be a real representation for each item, but symbols do help a lot when it comes to know what stockpile was created. I do often build a quick stockpile and forget to change the category in the hurry, just to remember moments later when no one is carrying the stones to the food stockpile.

11
Not sure how happy Tarn will be about printing a potential 5 layers. For example Grass + Bush + Stockpile + Bin + Item. But I think he will be open to suggestions.

Only after I read that that the problem to "make it transparent" took form for me.

Before anything else, I do like stockpiles the way they are now, completly opaque.
Im not interested to see what is bellow the items stored there since the item is occupying the tile in anyways.

If they can be used as an exploit to prevent saplings and bushes as it was an actual construction, well... I got to say that this is not the first exploit and will not be the last.

Either transparent or just borders are indeed good looking. However, as mentioned at the beginning of my post, it have a direct impact at the way the tile layers will be programmed by Tarn. If he does agree with that, well there will be a modification to something that endure for a long time without a touch!

Made some mock-ups long ago. ^^

It's 18 types btw: 17 base + 1 for custom settings.

And now im curious hehehe.

BTW
Those mockups are displaying some tree trunks that look interesting. Im Guessing right if I say that you are preparing bark variation to specify different trees?

12
Well I wouldn't bother if the sparkle was thing on real game.
Maybe was a feature specific for more valuable ones?  :P
No problem if it was just a mock up thou.
And yet its being really nice to see the progress even when it is just WIP.

13
Definitely - I feel its feature complete now so updating should not be a big problem. Im away from my linux machine so can only do windows compiles at the moment. Which version are you needing the 44.12. r3 ? or the latest 47 beta? If we could get dfhack to pull kloker then it will just be available with dfhack. That would be ideal.

Nice! Was also away from internet for a couple days, but I'm kindly asking for a Kloker update to 47.XX version.
Since ToadOne said that 47.04 was the last and definitive release before Premium Steam Version, I guess that there will be no major changes until the great release.
I'm not much of a developer myself so I don't know if those last posts were about it.

But thankyou again in advance for this amazing mod :D

14
Utilities and 3rd Party Applications / Re: DF Color Configurator
« on: March 11, 2020, 06:46:58 pm »
As I said on reddit,
I didnt knew I need it until you made it possible.
Thank you for this great mod

15
Oh, Please please, Strainer tell me that you plan on updating the best in-game labor manager.
I dont like Dwarf Therapist at all...

Pages: [1] 2 3 ... 6