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Messages - danaris

Pages: [1] 2 3 ... 16
1
Utilities and 3rd Party Applications / Re: DFHack script: quickfort
« on: September 28, 2020, 11:34:21 am »
And I'm very excited to see this idea of mine from several years ago (that I was never able to do justice to) finally take form! You've done an amazing job, myk.

2
Utilities and 3rd Party Applications / Re: DFHack script: quickfort
« on: July 15, 2020, 09:47:42 am »
Very glad to see you picking this up, after I had to leave it unfinished five years ago!

I don't currently have time for much Dwarf Fortress in my life, but if I did, I would definitely still want this tool, and I'm happy that soon it will (hopefully!) be available to those who can benefit from it.

3
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r2
« on: February 28, 2015, 07:39:02 am »
DFHack previously used Shift-Enter, which now selects all items (this is a feature in vanilla DF, introduced at some point in the 0.40.xx series). You can now use Shift-Down (or Shift-Up) to accomplish the same thing.

...any chance of getting a related shortcut to buy a container and move past the items inside the container?

4
Utilities and 3rd Party Applications / Re: DFHack 0.40.23-r1
« on: January 07, 2015, 04:08:16 pm »
I've forgotten how to install DFHack on OSX.  Can someone please give me a quick run-down?

Just unzip the downloaded file and place everything that comes out of it (not the dfhack or dfhack-0 folder, but the contents of that folder) in your DF folder.

5
Utilities and 3rd Party Applications / Re: DFHack 0.40.14-r1
« on: November 06, 2014, 07:20:05 am »
And what, exactly, are you trying to do to launch DFHack?

6
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 19, 2014, 08:35:01 am »
You know, instead of ignoring my posts, you guys (including the pros) could just say 'no idea' if you have no idea how to look into it.

I am really disliking the fact that it looks like you people are ignoring my posts. :<

The problem with that is, if nobody really knew how to deal with it, then what you'd get would be about a dozen posts saying, "No idea." For every single post that they didn't know about—not to mention the half-dozen or so saying "No idea" for every post that some of them knew the answers to. Because there isn't some central repository of knowledge, and the "pros", as you call them, aren't this close-knit group of hotshot developers that consult behind the scenes about every single post on the thread; they're really just a bunch of guys, and it's pretty much expected that if anyone knows how to answer the question, they simply will.

So I'm afraid you're just going to have to deal with the fact that if you ask questions nobody knows the answer to, the response is going to be a resounding silence.

7
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: September 20, 2014, 06:02:04 pm »
Is the superdwarf add command not working?  I went to toggle it on earlier and there was no effect. 

I can confirm this on OS X. Superdwarf has been nonfunctional for me since 0.40 came out, I believe.

8
Utilities and 3rd Party Applications / Re: DFHack 0.40.12-r1
« on: September 18, 2014, 06:29:59 am »
This is interesting; the way he releases a new version in a matter of hours after each dfhack release and focuses on dfhack-fixable bugs first makes me wonder if he doesn't want people to get used too much to dfhack magic.

I'm pretty sure the main reason Toady's fixed so many of the dfhack-fixable bugs in this cycle is because Quietust and ag have done a yeoman's job of figuring out exactly what those bugs are, where they are located, and what would be necessary to fix them, and provided that information in the bug notes.

9
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: September 04, 2014, 03:33:28 pm »
I believe I now have reasonably working builds of DFHack both with and without Stonesense for 0.40.11.
I think I've chased down and squashed all the bugs that were plaguing the OS X build of Stonesense previously. However, I would appreciate some feedback on it, whether it works or not.
Can't load plugin. :(

Can you look in stderr.log and tell me what it says about failing to load the plugin?

10
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: September 04, 2014, 01:44:54 pm »
I believe I now have reasonably working builds of DFHack both with and without Stonesense for 0.40.11.

With Stonesense
Plain DFHack

I think I've chased down and squashed all the bugs that were plaguing the OS X build of Stonesense previously. However, I would appreciate some feedback on it, whether it works or not.

11
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: August 30, 2014, 12:47:15 pm »
I want a pony.

Ask, and ye shall receive.


12
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r5
« on: August 12, 2014, 04:59:26 pm »
Somewhat out of left field - the protobuf dependency fails to configure properly if you  have clang installed on Linux (it gets selected over the GNU compiler for some reason.)

I suspect that DF will not actually run properly if built with clang (since I tried it on OS X, and it didn't ;D ).

If you've got other compilers getting in the way, then before running CMake, you need to export CC=/path/to/gcc and export CXX=/path/to/g++.

13
DF Gameplay Questions / Hauling route issues
« on: July 17, 2014, 09:42:40 am »
Greetings.
I've been starting to try and learn how minecarts and hauling routes work (yeah, I'm a little late to the party ;D ), and things were going pretty well, until I carved out a rather tall spiral track to bring economic stone from way down in the mines up to my forges, next to the top of the volcano. I've checked and rechecked my track and my track stops, and so far as I can tell, everything seems to be in order...but I get a persistent yellow ! next to both stops, and a "! Set dir/connect track" at the bottom of the hauling route panel.

I did find that I had one misconnected ramp, and that the track stop at the top was not sitting on top of track, but I fixed those, deleted the route, and re-created it, and the problem persists.

I've stuck my save file (0.34.11) up on DFFD in case anyone wants to take the time to actually look it over and help me see where I'm going wrong.

Any assistance would be most appreciated :)

14
Other Games / Re: Battlemaster a Roleplay medieval low fantasy game
« on: July 14, 2014, 08:17:03 am »
It doesn't fundamentally change anything though...  Kinda like throwing on a bandaid, but not disinfecting the wound beforehand.

No, it's more like an emergency amputation.

I'm doing other stuff that I hope will make the game as a whole more fun, though. You can see a list of my current planned changes on the BattleMaster forum.

15
Other Games / Re: Battlemaster a Roleplay medieval low fantasy game
« on: July 13, 2014, 07:12:07 pm »
Yeah... I was solely a Dwilight player, and IMO the game really went downhill after they flooded the western continent with so many monsters you had no chance of staying there. I stopped playing about a month or two after they did that, and by that time there wasn't a single player-held province in the west. To my way of thinking, an enforced mechanic like that kind of went against the whole idea of the game, that being of a player-created history. It didn't breed RP, and shat on everything players on the western continent had been building for years. Unless that's reverted, I can't see myself ever coming back to BM.

It's not something we did because we wanted to. Player densities game-wide were too low, which was reducing the amount of interaction and fun everywhere.

In general, the only non-player-generated events we run are the Beluaterra invasions. This was an exception we were very reluctant to make, but eventually decided it was more likely to help the game than doing nothing and pretending everything was OK.

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