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 - lightrow

Pages: [1] 2
1
DF Gameplay Questions / Re: Injuries from hauling stones
« on: July 23, 2013, 03:17:58 am »
if a dump zone is placed next to a hole/empty space, stuff will be dumped down the hole/empty space

ok thanks, it seems i either didn't know about it or have absolutely forgotten...

2
DF Gameplay Questions / Injuries from hauling stones
« on: July 22, 2013, 05:15:26 pm »
Rough fortification agates together with rock salt and purple spinels have gone rogue and knock my fellow dwarves down.




Hunter just died of suffocation.
dafuq.jpg

Vanilla DF with dfhack + UI plugins

***

Ok, after some investigation i found what happened:


X marked area in lvl 0 was a garbage dump zone, i ordered some stones to be dumped there and for some reason they felt down to lvl -1 on the heads of dwarves who were collecting stones in there...

3
any way to use workflow to set input materials? I created a "craft table" job at mason's workshop, added a custom limit to it, set output to "cobaltite table" but my mason still makes tables out of different materials.

when querying a workshop, with the job selected, I think it is Alt-A to bring up the editor for job inputs.

m for material, then selected inorganic and start typing cobaltite and it should come up.

oooooooh yeeeeeaw, thanks!

4
any way to use workflow to set input materials? I created a "craft table" job at mason's workshop, added a custom limit to it, set output to "cobaltite table" but my mason still makes tables out of different materials.

5
cursor tracking seems to be bugged, it stops working after few actions and then, sometimes, it suddenly starts working again.

**looks like for cursor tracking to work, you have to first pause the game and only then go to designation menu or whatelse. If you do not pause manually, the cursor tracking will not work.

6
we've got darkness, now we need torches to light it up. I don't know a thing about modding raws but maybe someone can make it? Maybe as a piece of furniture? Made by woodburner at wood furnace?

7
i did it this way:

1. Launch DF, load world
2. type "rendermax light" - it says "switch to STANDARD/non-2D"
3. quit ( "die" in console )
4. change 2D to STANDARD in d_init
5. start DF, load world
6. type "rendermax light"
7. it works

8
Alright, it works and it looks great! My embark max FPS dropped from 600 to 250 though, so no more fast-forwarding, but its worth it, thanks!

PS: never thought about how fast a day/night cycle is in DF...
PSS: FPS drop might have originated from changing printmode from 2D to STANDARD

9
will it be rendered by CPU or GPU? I mean, will the be any benefit from a good videocard or not?

10
Great plugin!

However, for me the suggested keybind didn't seem to work: Just Z works (so I get taken into the stocks screen instead of the status) but variants of Z like shift and ctrl don't seem to do anything. If I use G instead of Z everything is fine.

In any case, I solved the problem by assigning
Code: [Select]
keybinding add Z@overallstatus "stocks show"This way I can press z twice and go straight to the stocks. I'm not very familiar with keybinding, so I'm not sure if there are any nasty side effects, but looks like the context correctly limits it.

Also, is it possible to group together items with identical names, like the, uh, stock stocks screen? So that for instance, when I search for "spawn" it will display "plump helmet spawn x6" and "dimple cup spawn x2"?

just installed this plugin, shift-ctrl-z doesn't do anything for me too. Your keybind suggestion works perfectly, thanks!

11
this looks interesting, cant wait to try it out! It also would be nice if we had some sort of "field of view" or "fog of war", so that we don't know what lies within an unlit area, unless a dwarf approaches it, or a torch or something like that is built in there.

Minecraft style: forgotten beasts spawning in unlit areas  :)

12
Tilesets and Graphics / Re: Grim Fortress 12x12 ( 10x12 ) Tileset
« on: July 08, 2013, 04:55:14 pm »
Though I am glad to see an interest in this kind of tileset, I wish you had given credit to all the original creators. Many of the tiles appear to be copied from my tileset (chests, gems, trees, logs, half-barrel, ladel, plants). Other tiles look like the originals set down in Plac1d's tileset which I used when making my modifications. It would be nice if you gave credit to all the sources of these tiles. Other than that, it looks great. Keep up the good work.

I've took plac1d's tileset as a base and gave all credits in original topic, later i've been told that Tocky was the original author of those tiles, so it now says Tocky in credits ( under spoiler ). I had to redraw some of the tiles to fit bigger tileset size.
If you really are the author of those tiles, i'm sorry, i didn't know that.

Ah, now i remember, i've taken the pump tile food container tile or ground tile or what is it ( %  ) ah it was indeed a pump/rock/food tile, chest tile and log tile from a DF+ package, my fault, have completely forgotten about that, checked the uploader name now, it is indeed you  :), i'll put you in credits too, the other tiles you named are identical to plac1d's and tocky's tilesets.

PS: Your comment from DF Map Archive: "I should have mentioned, this tileset and graphic set was made by Plac1d. His stuff is still being updated in the DF wiki site. I have made a few small changes to his original artwork though". http://mkv25.net/dfma/poi-10183-spillway

13
Tilesets and Graphics / Re: Grim Fortress 12x12 ( 10x12 ) Tileset
« on: July 08, 2013, 05:59:55 am »
*edit* OOoooOOOOooo And your bed's look snazzy! I might use a similar design provided I can get your permission.

Sure! This tileset uses a lot of elements from other tilesets, mostly Tocky's, although the bed was drawn by me from scratch  :)

Old topics can be moved using the "Move Topic" button on the bottom-left of the page, just for future reference.

thanks, i tried to move the old topic and checked everything, except the bottom...

14
Tilesets and Graphics / Re: Grim Fortress 12x12 ( 10x12 ) Tileset
« on: July 07, 2013, 06:22:23 pm »
I think I'm addicted to tilesets.  Just love looking at them and seeing what each artist does differently within the 16x16 grid.  That statue (?) looks great, and the subtle tree changes are gorgeous.  Good work!

i find myself spending more time in photoshop in pixel grid mode, planning fortresses and playing with tilesets rather than actually playing the game... still thinking how to make doors look better, right now they are kinda plain

Oh wow. I really like that depth/sky effect in the last shot, makes me wonder how I could do it with my own tileset...

d_init changed setting:
[SKY:250:0:0:2]

Plus adding colored, slightly transparent background to the tile represeting holes/no floor. I mean in my case all floor tiles have a background, to make ground look solid colored. No floor tiles have a slightly brighter background.

15
Tilesets and Graphics / Grim Fortress 12x12 ( 10x12 ) Tileset
« on: July 06, 2013, 12:30:41 pm »

Noticed that there is now a special tileset section, decided to put my updated tileset here.

Only square version is updated:


Whats new: dwarf tiles and floor tiles ( both inspired by Rogue Yun's Tileset! )
Screenshots of new version will come later

*NEW UPDATE*: New statue tile to fit dwarf tiles! **UPDATE OF UPDATE**: removed unfitting 3D effect from statue tile.
  Tileset:

*FLOOR UPDATE*: new floor tile

*FLOOR AND WALLS UPDATE*: (Ironhand style ( tile magic included ))



I guess i have to tidy this topic up a little bit, to make it look less like a dwarven bedroom

Copypaste from old thread ( few pics in there + downloads for old versions ):
Spoiler (click to show/hide)

Pages: [1] 2