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Messages - Snafu

Pages: [1] 2 3 ... 8
1
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: June 23, 2017, 06:15:06 pm »
5. Copy all of the plugins in that folder (all of the .plug.dll files) into "Dwarf Fortress 0.43.05/hack/plugins" (or the hack/plugins folder inside your DF folder).
Just to be certain, "copy" or "copy & replace"?

2
DF Dwarf Mode Discussion / Re: Goblins not notable kills
« on: June 12, 2017, 05:58:27 pm »
Trap them in cages, pit them in 1:1 naked battles against kitten, and then send in your steel clad team to pulp the survivor (provided it's the goblin, that is). Killing a fortress kitten should be enough to make the goblin historical.
.. or maybe hysterical.. ;)

3
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: June 07, 2017, 06:21:40 pm »
Priority is processor time/speed over RAM, as that's what drags FPS down. Multicore threading would help a lot, but Toady would have to rewrite the entire engine + game code & he's said (repeatedly) he's not going to do that; neither will he release the code to other devs under OSS license (I think - needs checking) for them to work on it as a community project. Fairynuff: his choice & understandable given that this is pretty much his entire income

Forget GFX speed/RAM as they don't contribute much (if anything) to the engine. On a modern system OS sounds (eg Soundsense) should be farmed off to another thread anyway, & they're not that engine-intrusive in vanilla LNP..

I may be wrong in some aspects of the above, but I think I covered the major areas (I am /not/ a s/w dev, but I picked up a bit from reading historical (& some hysterical) posts)

4
DF Gameplay Questions / Re: Armour questions
« on: June 05, 2017, 06:51:37 pm »
You might be thinking of a Danger room. Just make sure you don't use actual weapons or you'll get dwarf pasta real quick.
Danger rooms are now genuinely dangerous, even equipped with training spears..

5
DF Dwarf Mode Discussion / Re: Embarking near a tower?
« on: June 02, 2017, 04:04:11 pm »
the undestroyable head/body part bug makes playing with the undead... unpleasant.
Isn't that bug fixed in 43.05? Alternatively, as mentioned, (heavy) maces tend to keep the undead down permanently

6
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r1
« on: June 01, 2017, 07:59:53 pm »
If you don't have a fishery no dwarves will autofish..

7
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 31, 2017, 06:00:42 pm »
Where to start?  Iron of Furs had a second werebeast show up
Designing your hospital as separate rooms can be very useful when starting for just this sort of situation: you can demolish walls or construct them as needed to keep occupants managed (although constructed block walls won't take standard engravings for some reason (ie less happiness boost) :( )

2 tile bridges are useful doors in these cases (standard doors can be broken by weres), altho lever placement is a PITA, but at least you can atomsmash someone who wanders into the wrong spot.. don't forget to queue up slab construction if you go this way!

8
DF Gameplay Questions / Re: Auto mine command (possibly DF Hack)
« on: May 28, 2017, 11:20:24 am »
Vein mining is in DFHack. Alt-V ISTR, once you've clicked on the first tile

9
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: May 26, 2017, 07:19:22 pm »
I'm pretty sure the last time I flooded my hospital (due to inappropriate well construction) the tiled floors showed the 'scattering of mud' definition (& appropriate brown gfx) that's required to start farming.. but I can't remember if this was within 43.03 or 43.05 :(

10
DF Gameplay Questions / Re: Need help fixing 'Muddy Open Space'
« on: May 26, 2017, 07:12:01 pm »
Well, you still ought to be able to use the floor underneath trick provided you remember what the ground level was before it was caved in, because that should be the level at which the trees should be/appear.
Not something I can conveniently track here, as it was a long time ago & far away..
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Also, a roof will not block DF sunlight, so grass will grow just fine underneath (and keep flying pests out as well, in addition to blocking tree growth due to a lack of headroom).
trees seem to grow thru my floors occasionally; it's a PITA keeping them out without roads everywhere :(
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However, a caving in tree from a higher level will just smash through a roof, so the floor has to be at the correct level.
Yep, that's why I can't find them.. without risk ;)

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It would actually be rather trivial to change the script from removing the tree structure links to just print where the trees are (X, Y, Z coordinates) which would allow you to deal with them using the floor method.
Would it be possible to do both, so there's an option? Either way is good, but I'd prefer DFH to work around the bug rather than squash it indeterminately, IYSWIM: I prefer my dorfs to work within the 'laws of <dorf> physics' if possible..

TVVM for your help!

11
DF Gameplay Questions / Re: Need help fixing 'Muddy Open Space'
« on: May 26, 2017, 07:59:09 am »
It's the trees issue. I can't see them on any outdoor z-lvl I look at, so I can't use the floor underneath trick (& I need the grass for my animals!)

I'll try the script, tvm!

12
DF Gameplay Questions / Re: Need help fixing 'Muddy Open Space'
« on: May 25, 2017, 04:38:43 pm »
The non-DFHack trick would be to build a floor and then deconstruct it.
On which z-lvl? I'm suffering from random caveins in my current 43.05 fort, but I don't know the origin, so can't use the workaround :(

13
DF Gameplay Questions / Re: Defensive vs Productive
« on: May 22, 2017, 08:31:38 pm »
The first trade caravan in Autumn is your lifesaver: get the temporary trade depot built ASAP (& make sure it has access!) before you get involved in other priorities & forget!

After that, set some dwarves to harvest berries & chop trees. Once you have the logs you can build a still & kitchen. Fishing may be useful but most fisherdwarves prefer to fish rather than do anything else :( If you have them set up assign at least 1 pure cleaner (ie not fisher/cleaner) to every fisher at the start, to make sure the fish caught are actually processed into useable ingredients for your cook

Hunters won't hunt anything without ammo & a butcher's shop. If you're going that route don't forget to set up a tannery too!

DON'T FORGET that workshops (& barracks, trade depots, beds etc) are inherently temporary: once you have the space/infrastructure in place you can (deconstruct if you wish &) build more permanent replacements

Meanwhile your miners can be digging suitable, more permanent & defensible places for you to hide in & set up your industry. Nothing will grow on solid rock, so make sure your farming areas have clay, loam, soil or similar surfaces (irrigation over rock is explained in the wiki if you want to try) so they can plant your underground food sources, such as plump helmets

Food plants have 2 relevant 'biome' (I use the term loosely deliberately) attributes currently: underground/overground & edible/inedible. These are modified by the plant's use (eg may be overground/inedible but can be milled/processed into dye or eaten by livestock). I won't go into details as the wiki explains it far better, but be aware that your plump helmets need to be farmed underground: they won't grow aboveground

TURN OFF cooking for any ingredient you can use. Brewing/milling/processing produces seeds; cooking does not. You will need those seeds!

14
DF Dwarf Mode Discussion / Re: Can werebeasts be caged?
« on: May 22, 2017, 06:45:51 pm »
All non-embark dwarves in a reclaimed were-infested site are likely to be weres. They'll run away unless transformed,  but may well come back & apply for citizenship if you have a suitable tavern built - keep an eye on those names!

Full moon times are predictable: see the Wiki page for details

Citizen weres, like vamps, can have occasional uses as lever-pullers, brokers or similar as they don't require food/drink & auto-heal every full moon. If you don't want to atomsmash or arena them simply wall them into a suitable area using burrows or similar (you may want to set up an atomsmasher failsafe just in case)

Someone recently spotted a were dying of thirst while confined, but that's not been my experience with 43.05

15
DF Gameplay Questions / Re: Unarmed combat questions
« on: May 18, 2017, 03:39:19 pm »
I've created a creature that has weapons (axes) permanently attached to its hands.
Did you name it Edward or Axel? ;)

FWIW I don't remember unarmed attacks being parried, only dodged (quite frequently unless <target> is immobile, natch).. but I may well be wrong: I don't look at combat reports in any great detail usually

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