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Messages - BlackSmokeDMax

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1
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: January 10, 2023, 10:09:41 am »
I believe it was Tarn and Zack's intention to return to this branch of DF once the premium version has run its course.  So, hopefully LNP will live on!


What do you mean by "return to this branch"? As far as I'm aware, they plan complete feature parity between classic and premium except for the graphics/music added to the premium version. Do you have some other quote you are going by?

2
DF General Discussion / Re: Future of the Fortress
« on: January 08, 2023, 08:57:53 pm »
Quote from: Shonai_Dweller
Setting tombs in the new interface seems actually harder than previously (making a 1x1 zone on every coffin) unless you enclose every coffin in its own room and use the multi command.

Is that something that needs more development (to have multi recognise lots of unenclosed coffins as separate burial places) or is your vision of dwarven burial to have each coffin in its own room (and therefore system is working as intended).

(Also because the tombs are zones, when you designate a memorial hall over the graveyard it says it's "overlapping" which I think reduces the value, right? Guess that's not a big deal but I do like to avoid overlapping zones...)

Miuramir: http://www.bay12forums.com/smf/index.php?topic=169696.msg8437555#msg8437555

We wanted to add some kind of catacomb zone to cover this, and didn't get there.  It came up quite a bit in pre-launch testing.  I don't think I can easily make multi recognize semi-enclosed spaces well, although I'm assuming there's various existing work on that.

As a side note, overlapping is a huge penalty now, so we're going to want to fix the spots where it feels improper.

Thanks for the answers Toady.
If overlapping has a penalty, why is multi selecting the walls by default? Most players I believe won't have double-wide walls, especially for bedrooms.

Overlapping doesn't count walls


Saw a post somewhere, don't remember if it was Reddit, discord, or here. Anyway, the post seemed to indicate that engraving only has value in the direction towards the spot in which the dwarf who did the engraving was standing. So while there is no penalty for overlapping, I guess for min/maxing, it would seem double walling would be preferred to get full effect. Or maybe I read/inferred that wrong and both rooms get full wealth value, but the engraving can only be appreciated from the same side as where it was engraved from??

3
You can check the default work orders by starting a new work detail, it groups all the labor done by each work detail in there.

This is not true

1) Most importantly, how do I tell what jobs are grouped under the built in Work Details. eg: When I give someone the Fisherdwarves detail does that only turn on fishing or also fish cleaning?

It's only fisherdwarves, the same as the skill named "fisherdwarf" and the labor named "fisherdwarf". I don't know why the work detail would be different. All work details are associated with precisely one labor except for hauler (the entire hauling category) and orderly (suturing, dressing wounds, giving water, recovering wounded)


It would really be ideal if the UI communicated this in game somehow. Whether that is a hover tooltip, or an expand button on that detail to show the exact labor names associated doesn't really matter.


Of course, not something super high priority, but it sure would be great to be on a "to do" list to be added at some point in the future.


I was really griping about the new labor system when it first released on Steam, but I've really come around on it now. The lack of knowledge of what those details truly are is my last concern I think.

4
DF General Discussion / Re: Updating The Steam Version?
« on: December 20, 2022, 12:26:40 pm »
Hello everyone! I have a quick question for you. I usually turn Auto update off because I don't want my saves to get all weird. With that said, do you think its safe to update to 50.03 from the initial launch version? I am currently playing a Fort right now and was thinking of waiting until I am done with it to update, that is, if everyone thinks that is the right move or can I update now and continue my current game?

Thank you.


How do you turn auto-updates off in Steam? Do you mean you just stay in "offline" mode?


As I'm pretty sure Steam removed all "official" ways of not updating automatically like 5+ years ago. Usually the only workarounds these days are the offline mode, or devs that provide the old versions in the beta channels via right clicking on the game in the Steam Library.


If you are talking about the standard options presented in Steam, none of those are "do not auto-update", they are all variations of "how fast should it auto update?"

What I do is go into Settings / Downloads / Download Restrictions and set it to only update at some crazy time that you will never be online haha. I use that method to keep 7 Days to Die from updating. It will queue the download but wont download anything until the desired time. ;D


Ah, a nice workaround. Just doesn't work if you leave your pc on at all times, lol. (Or I suppose setup some router rules to turn off internet access for that computer at that time as well)

5
DF General Discussion / Re: Updating The Steam Version?
« on: December 20, 2022, 07:56:56 am »
Hello everyone! I have a quick question for you. I usually turn Auto update off because I don't want my saves to get all weird. With that said, do you think its safe to update to 50.03 from the initial launch version? I am currently playing a Fort right now and was thinking of waiting until I am done with it to update, that is, if everyone thinks that is the right move or can I update now and continue my current game?

Thank you.


How do you turn auto-updates off in Steam? Do you mean you just stay in "offline" mode?


As I'm pretty sure Steam removed all "official" ways of not updating automatically like 5+ years ago. Usually the only workarounds these days are the offline mode, or devs that provide the old versions in the beta channels via right clicking on the game in the Steam Library.


If you are talking about the standard options presented in Steam, none of those are "do not auto-update", they are all variations of "how fast should it auto update?"

6
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: December 09, 2022, 12:00:21 pm »
Well so far it doesn't look like the Steam version is an answer to anyone's prayers.
No DFHack, no Therapist, no purchase from me.
On top of that it sounds like there was a considerable dumbing down of gameplay elements.
Seems like the need for LNP is not going away anytime soon.

That being said, if you need to pass on the torch, you need to pass on the torch.
It has been a long time and a lot of work and thank you so very much for making this game much more accessible to so many people!

I'm loving the Steam version. There are a few essential things missing (not even counting Adventure mode, which I never used but I realise is important to many people)  like logs, but I'm surprised how complete it is. I was also a big user of LNP and miss the Therapist. I miss DFHack less so as it was QOL bordering on outright cheats. Not being able to mine a seam is definitely painful but I wouldn't let it put me off playing the Steam version and its near-coherent interface.


DF has had automine built in for a while. Not the same exact automine as DF Hack, but it definitely works.

If interested, here is a video of quill18 showing off a bit of how it works in the steam version: https://youtu.be/s3RHuCV7Rqs?t=287

7
Top-down screwpump with an impassable tile:


With 3 frames more and some shading:


Maybe we can add a color overlay when it has liquids inside:


Sashes would be cool, or toolbelts, or whatever, but... there might not be that many pixels left for clothing, clothing color, sash and profession-somethings. ^^

Remember, this is the size we are using: (red shirt, brown vest, brown skirt, green/farmer sash)

Damn those look good!
Oh and PTW.

8
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: December 15, 2017, 10:14:17 pm »
I really need to learn how to mod in custom races.  This game is so much more interesting with Argonians and some fox people whose name I forget but there just seems to be so few race mods.  I love the diversity, and I would think I'd find at least the basic dwarves elves orcs and whatnot.  And maybe even a few of those races I always find in other games like Avali or Sergal but nope, nothing.  Hell the avali background of needing bionics just to survive outside their homeworld actually has a system in place for it in Rimworld, unlike Starbound.

Is it just particularly hard to mod races in rimworld or something?

Perhaps take a look at this mod and see how she did her Cat People:  https://ludeon.com/forums/index.php?topic=22336.0

It also uses the Alien Framework mod, which is a basework for easier adding of new races I believe: http://steamcommunity.com/workshop/filedetails/?id=839005762 (github link on steam page)

9
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: August 13, 2017, 06:40:50 am »
Heh, I can't say I disagree.  Half the time, I'm cleaning out the image tags it automatically sticks in for BBSes like this with the "Share this" option because all I want is a direct URL and can't be bovvered with dealing with GIFV. 

Anywho, the actual reason.  I ended up starting it up again, and I believe I may have made my mods a bit too tricky.  Crash Landing means I don't get any guaranteed supplies unless I set it up in Prepare Carefully.  More Beds (Cloth) makes cloth necessary for making beds.  Seeds Please makes seeds necessary to plant anything, including cotton or flax.  I might actually have to drop somewhere that's *not* basically Hoth, and I might have to drop with more than one single lone survivor to start with.  It's either that or make sure that there's a survival rifle and a few spare rounds in the pod itself, considering that you can't make arrows for your bow (thank you, Combat Extended) without trees.  Hunting muffalo with a club or shiv is...ah, let us say, contraindicated. :P

EDIT:
Good gods.  I started a new game, and a weapons deck came down this time as part of the crash.  To wit, by "came down," I mean that it dropped like a MIRV, raining exploding munitions over at least a 10-tile radius just northwest of my staging point.  The mod definitely changed a wee bit since I last played it.  I suddenly feel like I'm in the "how did you last die" thread. ^_^

There is a Combat Extended option to not use ammo, so you wouldn't be stuck crafting arrows for your bow. Of course you may know that, and WANT to craft ammo, so this may be more of an FYI for others reading this post.

10
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: August 02, 2017, 11:13:24 am »
Does anyone have any suggestions for must have mods?

HugsLib (mod library) - just because many mods still use it, so rather than checking if they need it or not, I just load it up

Trading Spot
- lets you choose where the ground traders center their wandering - I don't take advantage or cheese that by holing them up in a room or anything like that, although I think they can dig themselves out now anyway

Moody -a window that shows a bunch of valuable information- moods, temps of pawns, immediate health issues

AllowDeadMan's Apparel -adds a filter for stockpiles to make it easier to setup stockpiles how I want- there are ways to get this done without this mod, but this is just a nice QoL (this mod does NOT remove the deadman's setting for the items, there are other mods that do that if you want though)

Cleaning Area - ability to set where the pawns to clean, rather than cleaning the entire "Home" zone

Quality Builder - automatically limits the building of items that have quality levels to your best builder, also lets you set a minimum quality level, if it doesn't meet that quality level, item will automatically be marked for "deconstruct" and then set for building again

Camera+ - allows more zooming breadth

Allow Tool - a bunch of QoL tools for the UI

Notification Archiver - lets you go back and look at in game messages

Storage Search A17 - think this one is getting renamed to something else currently
Rimworld Search Agency -New name - allows a filter for ease of setting up stockpiles- you can search in the stockpile settings screen for what you want to select/un-select, note this doesn't not allow you to search through all of your stockpiles for specific items - looks like this new version also allows you to search in bills and outfits lists as well, haven't used yet

Fresh Stockpile Filter - adds the "allow fresh" filter to stockpiles (similar to "allow deadman's clothes" in that it just makes a pain in the butt setup a little bit easier, no in game advantage)

New Zone Tools - I Use this one just for the included "uniform grow tool" which makes it easy to select all soil type of the same type... for instance: gravel, soil, rich soil

Better workbench management - Basically the Rimworld version of DFHacks workflow - plus some other nice features like copy/paste/linking of bills

Miniaturisation Overloaded - allows you to move just about any bench/item without having to deconstruct/rebuild it

More Planning - colored planning tools, helpful in laying out room size, because you can then do furniture/benches in different colors rather than the white only available in vanilla

Zhentar vanilla tweaks - I use this only for the "sun lamp planning tool", makes it easy to plan out my indoor growing room, it just puts down a plan the exact size of the light provided by the sun lamp

WorkTab - Dwarf Therapist for Rimworld (better breakdown of jobs into sub-jobs, and also gives you a range of 1-9 instead of 1-4)

Research Pal - adds research queuing

Help tab - in game wiki provided through reading the games xml files for its info

Prepare Landing - allows a search function similar to searching for your embark in DF - I haven't used it yet, but will be my next game, just in midst of a long game now

Save Storage and Outfit Settings - allows saving these out of game so you can re-use your next game


Those are all pretty much just Quality of Life mods. I use some others that add content, but that changes from game to game. Using the mods above mostly just gives you a better vanilla experience. Some MAY be able to be cheesed a bit, but I can resist those temptations pretty easily, and not many in that list anyway.

These mods are mostly all on the Ludeon site, a couple are available via Steam or Github only though. If anyone is having any trouble finding something, let me know and I'll send you in the right direction.

The mods that I'd most recommend that change vanilla are:

Fluffy Breakdowns - changes the breakdown and repair mechanic in vanilla. With this, it adds a maintenance mechanic. As long as the maintenance level is kept over a certain percentage there is little chance of having a breakdown requiring a component to fix it. The lower the % goes, the higher chance that an actual breakdown will occur. There is also a setting in the mod for where you want them to start doing maintenance. This is set somewhere around 70-75% by default. So when it reaches that level it triggers a job for a pawn to come maintain it. As long as you have enough pawns doing that as compared to the number of things that need maintenance (basically any bench/power device that needs a component to build originally) you should be fine.

Hunting Alert - gives you an on-screen warning as soon as an animal starts hunting one of your colony members, not when they are already in combat with said predator

11
Hi blacksmokedmax,

Is the colored icon in the lower right hand corner of the window red or green? If it's red then soundcense didn't know where to find df. Check the settings tab and turn off the automatic detect option. Then you'll be able to set the path manually.

Pls let me know if you still have problems.

As for the auto detection I'll look into it later tonight. It might be broken.

My icon was indeed red. When setting the path manually, it seemed to have the correct folder selected, but not the file within. It opened up in the right folder and I selected the gamelog. Music started playing immediately. So far that is all I have heard, but I didn't play long, just wanted to do a quick test. Is there a quick way to force some other sounds, or any actions I can take in game to check if everything is working fine?

Also, was I correct in assuming the sound should be set to Off in the LNP?

Thanks for your help! And thanks to both you and zwei for a great addon! (and of course to all the modders that help make this game even greater!)

12
Hi, don't seem to get any sound while running the utility. Going through the thread, it seems like it should be showing up in my windows volume mixer as well, and not seeing it.

Here is my log.txt output:

Code: [Select]
2017-07-24 18:30:13.1267|WARN|SoundCenSeGTK.MainClass|Checking dll in registry
2017-07-24 18:30:13.6815|WARN|SoundCenSeGTK.SoundsXML|Include listing tag without valid 'filePathAndName' attribute encountered (make sure it ends in '.xml'!).
2017-07-24 18:34:06.5788|ERROR|SoundCenSeGTK.PackDownloader|File http://df.zweistein.cz/soundsense/soundpack/autoUpdater.xml had wrong checksum (45328223b0bc4983941a7eef45e6721821a0207c<->b67a8d1a88a896bf3d1677d41037f17fa08e8170
2017-07-24 22:06:20.6350|WARN|SoundCenSeGTK.MainClass|Checking dll in registry
2017-07-24 22:06:22.5759|WARN|SoundCenSeGTK.SoundsXML|Include listing tag without valid 'filePathAndName' attribute encountered (make sure it ends in '.xml'!).
2017-07-24 22:13:23.2266|ERROR|SoundCenSeGTK.PackDownloader|File http://df.zweistein.cz/soundsense/soundpack/autoUpdater.xml had wrong checksum (45328223b0bc4983941a7eef45e6721821a0207c<->b67a8d1a88a896bf3d1677d41037f17fa08e8170
2017-07-24 22:13:36.7621|WARN|SoundCenSeGTK.MainClass|Checking dll in registry
2017-07-24 22:13:38.0461|WARN|SoundCenSeGTK.SoundsXML|Include listing tag without valid 'filePathAndName' attribute encountered (make sure it ends in '.xml'!).

I am using the version included with PE's LNP 0.43.05r07 - I am also having the same problem on another computer using the version included with version 0.43.05r08.

I have tried with the sound setting in the LNP at both the Sound:No and Sound:YES setting. (Another question... which is correct, I assume Sound:NO because that is the built in sound from DF)

Btw, I do have:
  .Net 4 installed
  Gtk-sharp installed (via link in original post)
  I seem to have a bunch of Visual C++ runtime installed (looking in controlpanel/uninstallprogram list) - do I need to install the one linked in original post as well? is that a special one?


Any help would be appreciated.

13
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: March 08, 2017, 01:18:41 pm »
WHICH IS FAIR!  If you had a patient in the hospital who was under professional anesthesia, and you put a bong up to his mouth, you probably shouldn't expect a good outcome!
Yeah, they weren't anaesthetised as far as I'm aware, but I hadn't considered quite how close they probably were to death.
R.I.P. Gazelle. We buried her next to her yorkshire terrier that the ex-assassin stabbed to death. :(


...In other news, I've been building bedrooms within the hill I'm digging into, and since this place is HOT AS FUCK I added coolers to keep them from turning into ovens. The coolers heat output goes into the same room where their generator is, and uh... the heat in that tiny room is currently 129 degrees.
Are people going to be seriously injured or killed trying to refuel that generator?
They basically only need to open the door and throw wood inside, but still. It's concerning.   

You want to deal with some heat? There is a community challenge save somewhere in the, ah hell, I'll go find it...  https://ludeon.com/forums/index.php?topic=30111.0

That challenge starts you with one pawn in an extreme desert with a permanent heat wave. Temps outside during the day hit 100 celsius or higher, at night they might dip into the high 80s. Every move has to be carefully planned in the early game. You need to get your first room built with coolers fast or you'll be dead in a hurry. Think it took me about 5 or 6 tries to get to the point of getting out of that first room to someplace a bit better and with somewhere to grow food inside. Because you aren't growing anything outside with those temps!! :)

I highly recommend the challenge if you can deal with some bullshit. As some of those first tries were fails only because of a fail during building an AC unit. I started with two in my first room - on the second try! Found that out the hard way, lol. You have to watch closely to your pawn overheating, push it just a bit too much and dead!

14
DF General Discussion / Re: David Eddings
« on: July 13, 2016, 01:39:02 pm »
Has anyone here read Belgarath the Sorcerer?  Is it bad that one of the main reasons I'm excited for magic being re-implemented to DF is because I'd like to make a character act like he does?

I have, but it has been a long* time! I somewhat remember it being a book I laughed out loud during more than a few times. I may have to go digging for that and give it a read again. I'll probably just get lazy and buy it again in e form. :(


* thinking in the 20-25 year range since I've read it

15
DF General Discussion / Re: graphic pack questions
« on: February 19, 2016, 09:45:48 am »
He uses Spacefox with his own text font file. Believe he also uses his own custom color scheme. If you go to ~ episode 49 or 50 of his current Temple of Flame series you'll see a download link for his text file.

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